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Advanced Squad Leader Rulebook Updated and Erraticized

10. SEARCHLIGHTS53

10.1 SEARCHLIGHTS: Searchlights (SL) are only available to UN Forces. There are three types of Searchlights: ground-mounted (10.11), truck-mounted (10.12), and AFV-mounted (10.13).

10.11 GROUND-MOUNTED SEARCHLIGHT: A ground-mounted Searchlight (GMSL) represents a searchlight mounted on a gun carriage and is considered a crew-served (A21.13; C2.1) "weapon". Unless a SL CA counter is placed on the counter, the SL CA (C3.2) is based on the trailer hitch, pointing to the bottom right corner of the counter as if a gun barrel. A crew/HS manning a GMSL is considered equal to a squad for stacking purposes (A5.5). A GMSL is worth two VP and cannot occupy a building, hut, rubble, jungle/bamboo, Water Obstacle, marsh, or Irrigated-paddy (G8.12). If a GMSL permanently malfunctions it is immediately removed from play. A GMSL may be Pushed (C10.3) and/or towed (C10.1) as a QSU Gun of < 100mm (C10.13) [EXC: Emplaced; 10.111]. A GMSL may not be switched on (10.2) when in tow. A GMSL (and its manning Infantry) loses Concealment as if it were a vehicle.

10.111 EMPLACED: A GMSL may set up Emplaced as if a Gun (A12.34; C11.2-.3), manning Infantry receiving the same +2 TEM, etc.

10.112 ATTACKS VS GMSL: A GMSL that is not in tow is attacked as if it were an Immobile (D.7), unarmored vehicle (D1.21) [EXC: Immobilization results has no effect] With an Inherent crew (if manned), but it is not treated as a vehicle for Ambush purposes. When in tow, it may be attacked as if it were a trailer (C10.41). A GMSL is only an eligible Sniper target (A14.2) if it is currently switched on (10.2); a Sniper atmck dr of "1" malfunctions the SL, a "2" pins the manning Infantry.

EX: A GMSL (that is manned by a U.S. 2-2-7 infantry crew) and a U.S. 6-6-6 squad are in Melee with a KPA 4-4-7 squad. Since the GMSL is treated as a vehicle, CC is sequential (A11.31). The KPA player chooses to attack the GMSL. The CCV is 5, and the CC DRM is -1 (-1 [no manned usable MG] -3 [unarmored vehicle] +3 [escorting Personnel (2-2-7 crew and 6-6-6 squad)]). A CC DR of ≤ 5 eliminates the GMSL, and a DR of ≥ 6 has no effect.

10.113 DYO: A GMSL has a BPV of "25" (including an infantry crew; H1.3).

10.12 TRUCK-MOUNTED SEARCHLIGHT: A truck (D1.15) with the letters "SL" in the bottom left-hand corner of its counter represents a truck-mounted Searchlight (TMSL). The Searchlight is considered the MA (D1.3) of the truck for all purposes unless specified otherwise. A TMSL cannot establish an IB Lane (10.2) if the SL CA coincides with the VCA.

10.121 SNIPER: If a TMSL is the target of a Sniper attack and the SL is currently switched on (10.2), the Sniper attacks the SL instead of the truck; a Sniper attack dr of "1" malfunctions the SL, a "2" pins the Inherent crew.

10.13 AFV-MOUNTED SEARCHLIGHTS:54 An AFV may be equipped with a Searchlight only if specified by SSR. An AFV-mounted Searchlight (AMSL) is considered a Secondary Armament (D1.34). A Searchlight on an AFV can be either turret- or bow- mounted. The SL CA (C3.2) is based on the TCA if turret-mounted, or the VCA if bow-mounted.

10.131 AMSL MALFUNCTION:55 A turret-mounted SL that is switched on (10.2) automatically malfunctions if the vehicle fires any turret-mounted Weapons (or bow-mounted weapons for a bow-mounted SL) [EXC to both: FT]. For any IFT attack (including a hypothetical Collateral Attack against a non-vulnerable crew), treat the SL as an unarmored vehicle that becomes malfunctioned rather than immobilized and disabled rather than eliminated. The SL receives an additional +2 DRM to such IFT attacks.

10.132 DYO: An AFV-mounted SL costs four points per vehicle.

10.2 ILLUMINATION BEAM: The beam of light "fired" by a SL is referred to as an Illumination Beam (IB). An IB creates an IB Lane from the SL's Location along the LOF to (and ending in) the target Location. When an IB Lane is successfully established (10.4) the SL is considered "switched on", and is indicated by placing an IB Lane counter in the target Location and a SL CA counter (with the "on" side face-up) on the SL (along with the appropriate Prep, First, or Final Fire counter). A SL cannot gain concealment status while it is switched on, and loses any it might have had when it establishes an IB Lane. The maximum range for an IB Lane established by a GMSL/TMSL is 44 hexes, and that of an AMSL is 18 hexes.

10.21 IB LANE CANCELLATION: An IB Lane counter is automatically removed (i.e., the SL is "switched off"; flip or remove the SL CA counter) if any of the following occurs:

• The IB Lane is voluntarily cancelled (10.52);

• An enemy unit moves out of LOS/CA during the SL's attempt to "track" it (10.44);

• The IB Lane is not maintained per 10.45;

• The SL is malfunctioned/disabled (10.112; 10.121; 10.131; 10.45);

• The manning-Infantry/Inherent-crew is not in Good Order;

• The vehicle is marked with an Abandoned counter;

• The truck or AFV makes a successful Motion Attempt (D2.401);

• An enemy unit [EXC: unarmed, unarmored vehicle] enters the SL's Location;

• SMOKE exists in the SL's Location.

10.22 ILLUMINATION ZONE: All Locations in all the hexes along the same-level (B.5) LOF [EXC: hexes that are only intersected through a single vertex] from the SL to the target Location that are in LOS of the SL are Illuminated (E1.9). If the LOF lies along an Alternate Hex Grain, the owning player must declare whether the IB Lane will include the left-or right-side hexes as if a Fire Lane (A9.221). If the IB Lane is not placed along a same-level LOF, only Locations in LOS in the target hex are Illuminated. All Locations in a SL's hex are Illuminated when the SL is switched on (10.2). See also 10.221.

EX: The TMSL in hex 44T7 has successfully targeted hex U3. All the hexes along the LOF are now Illuminated, including the TMSL's hex. However, hexes T4 and U6 are not Illuminated since they are only intersected through a single vertex. Likewise, the GMSL in X7 has an IB Lane placed in V3 which Illuminates all the hexes along the LOF, as well as the GMSL's hex. Had there been a +3 SMOKE counter in hex W5, that hex, V4, and V3 would not be Illuminated, but would be treated as being within the NVR of all units with a LOS to them (10.221).

10.221 HINDRANCE EFFECTS:56 All hexes within an IB Lane which would be subject to a ≥ +3 Hindrance due to SMOKE/Mist-(E3.32) are not Illuminated but are still treated as being within the NVR of all units with a LOS to them.

EX: See the 10.22 illustration. If Smoke grenades were placed in X6 and W5, W6 would still be llluminated, but W5, V4, and V3—although in NVR of all in-LOS units—would not be Illuminated. A unit in W6 would still suffer the +2 TB Blindness LV Hindrance DRM (10.25) if firing at X6 or X7, but a unit in W5, V4, or V3 would not.

10.23 SL HEX EFFECTS:57 The +1 Night LV DRM (E1.7) is never applicable vs units in the same hex as a SL that is switched on (10.2). All TH attempts vs a SL that is switched on receive an additional -1 DRM [EXC: if IB Blindness applies; 10.25]. A SL that is switched on is considered a Known armed enemy unit for routing purposes (A10.51).

10.24 TARGET HEX EFFECTS: All Cloaking counters in Illuminated Locations in the target hex are replaced by their concealed [EXC: E1.43] actual contents (if any). A broken unit in an Illuminated Location in the target hex is automatically under DM if the target hex is Open Ground.

10.25 IB BLINDNESS:58 Each TH (and non-ordnance IFT) DR receives a +2 IB Blindness LV Hindrance DRM, provided all of the following conditions are met:

• The Firer and target are in Locations Illuminated by the same IB Lane;

• The LOS to the target only intersects Locations Illuminated by the IB Lane;

• The target is closer (in hexes) to the SL's hex than the Firer is.

EX: See the 10.22 illustration. A unit in U4 Firing at a unit in T6 or T7 would suffer the +2 IB Blindness LV Hindrance DRM.

10.3 SL SIGHTING TC: Before a SL can target a Location, it must first pass a SL Sighting TC by making a Final DR ≤ ML of SL crew/armor Leader (see also 10.43) based on the LOF between the target Location and the SL. The TC is subject to the following cumulative DRM:

CAUSE

DRM

Outside CA per hexspine changed

[T: +1/+1/+1] [ST: +2/+1/+1] [NT: +3/+1/+1]

[EXC: +0 for first hexspine change for a GMSL/TMSL]

Range

0-6: +0 7-12: +1 13-18: +2 ≥ 19: +3

Los/LV Hindrance

per LOS/LV Hindrance [EXC: E1.7]

Location contains no Known enemy units1

+2

Enemy unit in Location subject to FFMO/FFNAM

-1 (each)

Enemy unit in Location subject to Hazardous Movement2

-2

Location contains moving/in-Motion enemy vehicle

-2

Captured/Non-Qualified

+2 (each)

Target Location is Illuminated/Bore-Sighted

-2 (each)

Manning-Infantry/Inherent crew is pinned

+2

Encircled

+1

Leadership

+x

Stunned (D5.34)/Buttoned Up AFV

+1(each)

LOF crosses ≥ one Illuminated hex

+1

SL's Location is Illuminated

GMSL/TMSL: +1 AMSL: +2

1 NA if Location is Bore Sighted (10.43), contains a Gunflash (E1.8), and/or contains a moving enemy unit.

2 NA if enemy unit is beyond SL's NVR.

10.31 If targeting a location outside the firer's CA, the CA is changed regardless of the outcome of the Sighting TC. Making a SL Sighting TC (whether successful or not) is the equivalent of firing (E1.8); however, it is itself not considered a concealment loss action (A12.141). The Gunflash counter is removed normally at the end of the AFPh unless the SL is switched on (10.2), in which case the counter remains in place.

10.4 SL TARGETING: A SL targets Locations rather than enemy units. If the SL Sighting TC (10.3) is passed, place IB Lane and CA SL counters per 10.2. A target Location need only be in LOS (see also 10.42) of the SL as if it were a daytime scenario. If the (free) LOS check determines that the LOS to the target Location is blocked, the SL Sighting TC is automatically failed, and the SL is considered to have Fired (mark with counter accordingly). LOS between the SL and the target Location is always traced between the center dots (A6.1).

10.41 TARGETING RESTRICTIONS: A SL cannot target any Location in its own hex, and cannot target any Location if there is SMOKE in the SL's Location. A GMSL/TMSL in Woods/jungle/bamboo/building cannot target any Location. A TMSL/AMSL cannot target any Location while in Bypass and/or in Motion. If the manning-Infantry/Inherent-crew of a GMSL/TMSL is pinned, the SL's CA may not be changed. See also 10.2 for range restrictions.

10.42 LOS OBSTACLES: For purposes of SL LOS and Sighting TC, the following additional terrain types are also considered to be LOS Obstacles (A6.2): Orchards (B14.2), Olive Groves (B14.8), Light Woods (B35), Palm Trees (G4.), and non-Collapsed Hut (G5.2).

10.43 BORE SIGHTING: A SL may Bore Sight one Location per C6.41-.43 [EXC: the Bore Sighting DRM is also permanently lost if the SL changes CA]. A SL targeting its Bore Sighted Location receives a -2 DRM to the SL Sighting TC (10.3). If a SL's First Sighting TC is for its Bore Sighted Location, the TC is automatically passed. An AMSL cannot Bore Sight a different Location than that of the AFV's MA.

10.44 TRACKING:59 A SL that is switched on (10.2) may "track" an enemy unit as it exits the targeted Location as per C6.51 [EXC: the decision to track must be taken as the enemy unit exits the Location, and if a LOS check reveals that the enemy unit has moved out of the SL's LOS the IB Lane is automatically cancelled (10.21)]. The new hex becomes the targeted hex (10.24), and the Location is assumed to be already IIluminated as the enemy unit expends MP to enter it. If the enemy unit moves outside of the SL's CA, the SL must change its CA (as if it were firing a weapon) if tracking. If the CA does not change, the IB Lane is cancelled.

10.45 MAINTAINING AN IB LANE: At the start of the friendly- PFPh/enemy-MPh before the ATTACKER commences firing/moving during that phase, a SL with an established IB Lane may attempt to maintain the IB Lane in place, by making a Reliability DR. If the Final DR is ≤ 10, the IB Lane remains in place (mark the SL with a Prep or First Fire counter). A Final DR of 11 malfunctions the SL, and a 12 disables the SL. The only possible DRM is a +1 in Extreme Winter (W.4). See 10.53 for repair of a SL. If no Reliability DR is made, the IB Lane is immediately cancelled, but the SL may attempt to target a different Location.

10.5 SL USAGE: No IB Lane (10.2) may be established in a scenario until one of the events in E1.91 has occurred and/or Bugles (7.8) have been sounded; treat a SL as the equivalent of a Starshell for this purpose, and for the limitation of one attempt per phase and hex per E1.92.

10.51 SL USAGE RESTRICTIONS: After the Player Turn in which the first Starshell/IR/IB-Lane of the scenario is Fired/established, any SL that establishes an IB Lane must do so at the start of the friendly-PFPh/enemy-MPh before the ATTACKER commences firing/moving during that phase [EXC: during the MPh, the DEFENDER may target a Location (10.4) within a SL's NVR (E1.101) if the location contains a moving enemy unit]. For E1.921 timing purposes, an IB Lane is considered the equivalent of a fired Starshell.

10.52 VOLUNTARY CANCELLATION:60 An IB Lane may be voluntarily cancelled at any time during the owner's PFPh/DFPh/AFPh, or at any time if there are no enemy units within the IB Lane's Illumination Zone (10.22). Any Gunflash counter is removed per 10.31.

10.53 REPAIR: A malfunctioned SL is repaired as per A9.72 [EXC: a malfunctioned SL on a CT AFV can only be repaired if the AFV is CE].

10.6 SEARCHLIGHT BATTLEFIELD ILLUMINATION (SLBI):61 In a night scenario where the Cloud Cover (E1.11) is Scattered or Overcast, an SSR may specify that SLBI is in effect. SLBI llluminates (E1.9) all Locations [EXC: subterranean; Interior Building; Dense-Jungle/Bamboo (G2.3)] in all affected hexes. SLBI Illumination is NA in Locations where Heavy-Winds-(A25.63)/Fog-(E3.31)/Mist-(E3.32)/Rain-(E3.51)/ Falling-Snow-(E3.71) or any type of Dust (F11.7) is in effect.

EX: An SSR has specified that the Weather is Overcast (E3.5), and that SLBI is in effect for the entire mapboard. Should a Wind Change DR result in Rain (E3.51), the SLBl immediately ceases to provide any Illumination. Similarly, should the rain stop the SLBI immediately provides Illumination again.