John Gorkowski
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16.1 Ballistic Missile Defense (Optional Rule)

Recent news indicates that the United States may have a viable, seaborne ballistic missile defense capability in place which could defeat future anti-ship ballistic missiles. Therefore, if and when players employ optional rule 16.0, Game Changer, they should also employ optional rule 16.1, Ballistic Missile Defense.

The United States has a Ballistic Missile Defense (BMD) number equal to seven plus the number of U.S. DDG steps in hexes (not geographic boxes) on the map. Lower the BMD number by one point if the Chinese Coalition (CC) has played SOF Chit #8, Satellite Warfare, at any time. Whenever the CC attempts an Anti-Ship Ballistic Missile (ASBM) strike (16.0), the FICC can cite the U.S. BMD number in defense (as if it were an AMD number). The BMD number can be cited any number of times by any FICC unit anywhere on the map. Always calculate the BMD number anew before each strike because it can change instantly if a U.S. DDG step is lost and/or the Satellite Warfare chit is played. The BMD number can only be used against ASBM strikes.

For example, a Chinese SSM declares an ASBM strike against a U.S. CVN several hexes away in an ocean hex. The FICC player immediately counts the number of U.S. DDG steps in hexes on the map; he counts five. The Chinese player reminds him that the CC played the Satellite Warfare chit three turns ago. So, the U.S. player determines his BMD number like this: 7+5-1=11. Therefore, the FICC player can cite a BMD number of 11 to defend the now threatened U.S. CVN. So, the CC will roll as usual, adding six for ASBM, in an attempt to exceed 11 to hit the U.S. CVN.


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