Sampson Ships

Modern Armor Rules



Designed and used in 1/285th scale

Introduction

These rules came about after deciding to buy some Ultra Modern 1/285th scale models of modern tanks. I couldn't find any simple quick play rules so after referring to Gulf war anecdotes and of course Janes recognition guides I came up with these. They are simple to use and rely on the common D6. Suggestions for additional simple straight forward rule additions are gratefully accepted.

Basing

Vehicles are either mounted individually or not mounted. Infantry should be in single squad bases.

Turn Sequence

Players take alternate turns. During a turn a player may activate any and all of his elements. When an element is activated it may move up to its maximum move distance and at any point during the move it may fire at any eligible targets. An element does not have to move in order to fire.

The maximum distances that particular vehicles may move in any one turn are shown on the vehicle table.

Any element that neither moves nor fires may be marked with a counter indicating that the element is in "overwatch". Any vehiclein Overwatch may fire during the opposing players turn, but only at an element as it is being moved (activated). Overwatching vehicles take precedence in shooting, that is they fire before thier target may return fire. Overwatch fire is not simualtaneous with the target firing, therefore an element killed by an overwatching element may not fire back.

When measuring distances always measure from nearest point of base (or hull if using unmounted vehicles).

The firing procedure is as follows.
  • 1. Determine range to target.
  • 2. Roll a die on the "Chance to Hit" table. If the score is equal to or greater than the number on the table a hit has been scored.
  • 3. If a Hit has ben made, roll a die on the "Chance of a hit having Effect" table. A score equal to or greater than the number on the table means damage has been inflicted.
  • 4. If damage has been caused roll once on the "Effects of successful Hit" table.
Each pair of player turns represents about 10 seconds real time.

Vehicle mounted TOWs are generally one shot weapons requireing the crew to dismount in order to reload the launchers and are therefore considered as one shot. However if a vechle remains stationary and does not fire for 12 consecutive turns then the TOWs are considered reloaded. The exception to this is the ITV which can retract its TOW launchers. This vehicle only takes three turns to reload and may move while doing so, although it may not fire.

Chance to Hit
Range in Inches To Hit
0-5 2+
6-10 3+
11-30 4+
31-59 5+
60+ 6
Chance to Hit Die Modifiers
+ 1 For unobstructed laser/computer targeting
- 1 Firing while in Overwatch
- 1 Firer has or will move this turn (does not apply to those in overwatch)
- 1 Using Thermal sights
+ 1 Second or subsequent shot under same circumstances
- 2 Target has cover


Chance of succesful Hit haveing Effect
Weapon Target/Armor
Infantry E D C B A
Small Arms 5 + 6 + - - - -
LAW/RPG/Missile 6 + 3 + 4 + 5 + 6 + -
TOW/Missile 6 + 2 + 3 + 4 + 5 + 6 +
12.5mm - 30mm 6 + 4 + 5 + 6 + - -
31mm - 80mm 6 + 3 + 4 + 5 + 6 + -
81mm - 105mm 5 + 2 + 3 + 4 + 5 + 6 +
105mm+  5 +   2 +   2 +   3 +   4 +   5 + 
Chance of succesful Hit haveing Effect Die Modifiers
- 1 Target has ERA Armor


Effects of Succesful Hits
Target Die Roll
1 2 3 4 5 6
Infantry NE H H H K K
APC CK CK CaK Imm Imm K
IFV CK CaK T Imm WD K
Tank CK T Imm WD Imm K
Other CK Imm WD K K K
Key to Effects
Effect Description
NE No Effect ( Fooled ya )
H Half Effectives Lost
K Killed/Destroyed removed from play
CK Crew Killed, vehicle needs new crew
CaK Cargo(passengers) killed, if no passengers the treat as CK
T Turret damaged may only fire directly ahead
Imm May not move
WD Main Gun damaged and inoperable.
A second occurance of any effect destroys the vehicle


Sample Vehicle Data

Here are some sample vehicle stats (based on those models I have). If you want to extend the list you will find Janes Tank Recognition Guide a good place to start, and please let me know the new vehicle stats so I can extend this list.
Name Speed (Inches) Armor Front / Side / Rear Main Gun Ammo Secondary Armament Options
M1 Abrams 7 A/B/C 105mm 55 12.7mmMG NBC/ SM/ PNV/ CT/ ERA/ TS/ FD
M2 Bradley 6 C/C/C 25mm - 7.62mmMG + 2xTOW NBC/ SM/ PNV/ CT/ ERA/ TS/ AMP
BMP1 6 A/B/C 73mm 40 7.6mmMG + 1xTOW NBC/ SM/ PNV/ CT/ ERA/ TS/ FD
M113 6 D/D/E 12.7mmMG - - NBC/ NV/ AM
ITV 6 D/D/C 2xTOW 12 7.62mmMG SM/ NV/ AM/ TS
BMP 2 6 C/C/C 30mm - 1xTOW + 7.62mmMG NBC/ SM/ NV/ AM
T80 7 A/B/C 125mm 36 12.7mmMG + 7.62mmMG NBC/ SM/ NV/ CT/ FD/ TS
T72 8 B/C/C 125mm 45 12.7mmMG + 7.62mmMG NBC/ SM/ NV/ CT/ TS/ FD
T64 7 B/C/C 125mm 36 12.7mmMG + 7.62mmMG NBC/ SM/ NV/ FD
T62 5 B/C/C 115mm 40 12.7mmMG + 7.62mmMG NBC/ SM-D/ NV
T54/T55 5 B/C/D 100mm 34 12.7mmMG + 7.62mmMG SM-D/ NV/ FD
Challenger 2 5 B/B/C 120mm 50 17.62mmMG NBC/ SM/ PNV/ CT/ TS/ FD
ADATS 6 D/D/E 8xTOW 16 7.62mmMG NBC/ SM/ PNV/ CT/ TS/ FD
Centurian MK13 3 C/C/D 105mm 64 12.7mmMG + 7.62mmMG NV/ FD
M60A3 4 B/C/D 105mm 63 12.7mmMG + 7.62mmMG NBC/ PNV/ SM
2S1 6 D/D/E 122mm 40 - NV/ NBC/ AMP
BRDM-2 10 E/E/E 6xTOW 14 - NV/ NBC/ FD
HMMMWV 12 E/E/E 12.7mmMG - - NV/ NBC/ FD
Key To Vehicle Options
NBC Nuclear Biological Chemical protection for Crew
NV/PNV Night Vision / Passive NV
CT Computer Targeting or Laser sighting
ERA Explosive Reactive Armor
TS Thermal Sights
AM Amphibious
AMP Amphibious with Preperations
FD Fording capability
SM Smoke Ejectors
SM-D Smoke via Exhaust


No weapon ranges are given here as modern weapons far outstrip the length of the average wargames table at 1/300th scale.