|
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.
|