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Rules Pack Alpha for No End in Sight
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Rules Pack Alpha for No End in Sight

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The anti-tank gunner is down, screaming his head off, the men are getting anxious while trying to figure out how to set up the rocket launcher and the enemy seems to just have gotten their second wind.

Why didn't anyone tell you what to do?

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Welcome to the first supplement for No End in Sight. The Rules Pack contains a selection of optional rules to add more detail, change elements of the game or enhance a scenario. Some are major changes while others are small, quick tweaks.

Whether you play campaigns, scenarios, solo games or randomly generated encounters, you will find something in here to interest you

* * * * *

The list of options are:

Quick task check

Battle fury

Combat endurance

Deploying into position


Fanatic troops

Gruesome injuries


Improvised tank assault

Knocked out soldiers

Long turns

No cross training

Simplified ammo rule

Spontaneous initiative

Squad level skirmishing

Untested troops

Weapon loss and repair

Won't someone do something?

* * * * *

18 new rules options for the cost of a coffee. 

Please note this is a supplement and requires a copy of No End in Sight to use.

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Reviews (1)
Discussions (1)
Customer avatar
steve P September 01, 2016 7:58 pm UTC
Is No end in sight playable with a couple of squads and or a squad versus multiple units?
Customer avatar
Ivan S September 01, 2016 8:34 pm UTC
The "default" is about a platoon or so on each side, though we've played from one squad to a half company.

if you play with a single squad vs multiple (patrol vs insurgents f.x.) I'd suggest breaking the squad into two and treating them as separate units during gameplay.
Customer avatar
steve P September 01, 2016 8:40 pm UTC
Thanks for speedy reply, which one of your rule sets would you recommend for a squad against multiple insurgents?
Customer avatar
Ivan S September 01, 2016 8:41 pm UTC
Either NEIS for a more "military" experience or FiveCore 3rd edition if you prefer a more character-driven experience.

No End has explicit rules for things like "hearts and minds" campaigns, rules of engagement and that sort of thing.

Actually, this gentleman just posted an AAR where he used the rules for just this sort of action
Customer avatar
steve P September 01, 2016 9:16 pm UTC
Think I'll go with 5 men at Kursk to start with and go modern after. How detailed are the armour rules?
Customer avatar
Ivan S September 01, 2016 10:05 pm UTC
It's written from an infantry perspective so it has some detail other games omit, like troops losing their nerve when around enemy tanks, improvised anti-tank weapons and trying to aim for the tracks.

Tanks can also be "suppressed" or "go silent" when hit, rather than just be alive/dead.

On the flipside, there's no hit locations, tanks just use a single armour rating for all locations and in some cases, I'm sure people will quibble about some of the gun/armour ratings because they always do :-)
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File Last Updated:
December 07, 2014
This title was added to our catalog on October 11, 2014.