Fulda Gap 2008 Special Weapons
Fulda Gap features a number of special weapons, each with special properties and means of employment. It is important that all Warsaw Pact troopers understand how these weapons work within the context of the game.
Tanks
Fulda Gap 2008 features 2 classes of tanks (Paintball Armored Vehicles or PAVS). Heavy tanks, primarily the ODX tanks and lights tanks (tanks built on golf carts, ATVs, and other small vehicles).
NATO Heavy Tanks

Heavy tanks may not be destroyed from the front by RPG fire. They may only be eliminated from the sides or the back. Heavy anti-tank weapons, other tanks main guns, satchel charges, or anti-tank mines may eliminate a heavy tank. Light tanks may be eliminated by an RPG hit from any direction.
NATO Light Tank

Anti-Tank Weapons
There are three types of anti-tanks weapons in Fulda Gap: Light anti-tank weapons, heavy anti-tank weapons, and anti-tank mines.
Light Anti-Tank Weapons - Light anti-tank weapons or RPGs are man-portable rocket launchers, such as the JCS . RPGS cannot eliminate heavy tanks on a front hit.
JCS MXS Alias Launcher

Heavy Anti-Tank Weapons - Similar to RPGs except that they are usually crew-served and only semi-mobile. They must weigh at least 50 pounds (launcher and support equipment) and have a minimum overall length of 4'. They can be tri-pod mounted or mounted on a portable cart. Heavy anti-tank weapons can eliminate heavy tanks on a front shot.
Krisis Revelation

Air Stirkes and Mortar Barrages
Artillery will be simulated (loudly) by refs at points determined by the generals and coordinated through the Game Coordinator using a grid system.
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The NATO general initially has 3 (three) air strikes at his disposal. They must be called into the Tactical Operation Center/Fire Direction Center, who will coordinate a ref to conduct the strike. The air strike will take at least 15 minutes to coordinate strike.
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Warsaw Pact General initially has 3 (three) mortar barrages. The mortar will take at least 10 minutes to coordinate fires.
Airstrikes or barrages cannot take out dead zones, or flag stations. However, they can permanently take out props and role players. Generals for either side may earn more artillery strikes by finding Artillery Cards located in props throughout the field. If you find one turn it in to the Command Post IMMEDIAYELY!
MIG-23 Floggers Inbound

Chemical Weapons
Chemical weapons, or the poor man’s nuke, will be simulated by ORANGE smoke. Anyone caught in an orange smoke cloud without donning their protective equipment (a dust mask over your paintball mask) immediately will be counted as eliminated. Once the cloud has dissipated, you may take off your protective mask. Remember, smoke travels with wind direction, and it could happen that you may gas your own troops by mistake. Chemical weapons require command authorization for use. Regular smoke will not be considered as a chemical weapon.
Chemical attack during Fulda 2007

Nuclear Weapons
Tactical Nuclear Devices, are a very powerful, but thankfully very limited, tool in the belt of the NATO and Warsaw Pact Generals. They will eliminate a 100 foot diameter area of the field for the entire event phase once initiated. If used on a base, that base will be out of play for that day or night phase (and thus, cannot be used for points). Nukes will be delivered via referee in a very loud and visually spectacular manner. That area will be considered irradiated, and any player from either side who enters that base or area will be counted as eliminated. The irradiated area will be marked with boundary or danger tape until “safe” to enter.
Tactical Nuke Test








