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Modern(ish) 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 Jane's 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. (These rules were previously published by Wargrid.)

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 vehicle in 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 simultaneous 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 requiring the crew to dismount in order to reload the launchers and are therefore considered as one shot. However if a vehicle 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 6-10 11-30 31-59 60+ 2+ 3+ 4+ 5+ 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 Target/Armor Weapon Infantry E Small Arms 5+ 6+ 3+ 2+ D 4+ 3+ C 5+ 4+ B 6+ 5+ A 6+

LAW/RPG/Missile 6 + TOW/Missile 6+

12.5mm - 30mm 31mm - 80mm 81mm - 105mm 105mm+

6+ 6+ 5+ 5+

4+ 3+ 2+ 2+

5+ 4+ 3+ 2+

6+ 5+ 4+ 3+

6+ 5+ 4+

6+ 5+

Chance of succesful Hit haveing Effect Die Modifiers -1 Target has ERA Armor

Effects of Succesful Hits Die Roll Target 1 2 3 H 4 H 5 K 6 K

Infantry NE H APC IFV Tank Other CK CK

CaK Imm Imm K Imm WD K

CK CaK T CK T

Imm WD Imm K K K

CK Imm WD K

Key to Effects Effect Description NE H K CK No Effect ( Fooled ya ) Half Effectives Lost Killed/Destroyed removed from play Crew Killed, vehicle needs new crew

CaK T Imm WD

Cargo(passengers) killed, if no passengers the treat as CK Turret damaged may only fire directly ahead May not move 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 Jane's Tank Recognition Guide a good place to start, and please let me know the new vehicle stats so I can extend this list. Armor Speed Front / Side Main Gun (Inches) / Rear Secondary Armament

Name

Ammo

Options

M1 Abrams

A/B/C

105mm

55

12.7mmMG

NBC/ SM/ PNV/ CT/ ERA/ TS/ FD NBC/ SM/ PNV/ CT/ ERA/ TS/ AMP NBC/ SM/ PNV/ CT/ ERA/ TS/ FD NBC/ NV/ AM SM/ NV/ AM/ TS NBC/ SM/ NV/ AM NBC/ SM/ NV/ CT/ FD/ TS

M2 Bradley

C/C/C

25mm

7.62mmMG + 2xTOW

BMP1

A/B/C

73mm

40

7.6mmMG + 1xTOW 7.62mmMG 1xTOW + 7.62mmMG 12.7mmMG + 7.62mmMG

M113 ITV

6 6

D/D/E D/D/C

12.7mmMG 2xTOW 12

BMP 2

C/C/C

30mm

T80

A/B/C

125mm

36

T72

B/C/C

125mm

45

12.7mmMG + 7.62mmMG 12.7mmMG + 7.62mmMG 12.7mmMG + 7.62mmMG 12.7mmMG + 7.62mmMG

NBC/ SM/ NV/ CT/ TS/ FD NBC/ SM/ NV/ FD NBC/ SM-D/ NV SM-D/ NV/ FD NBC/ SM/ PNV/ CT/ TS/ FD NBC/ SM/ PNV/ CT/ TS/ FD NV/ FD

T64

B/C/C

125mm

36

T62

B/C/C

115mm

40

T54/T55

B/C/D

100mm

34

Challenger 2 5

B/B/C

120mm

50

17.62mmMG

ADATS

D/D/E

8xTOW

16

7.62mmMG

Centurian MK13 M60A3 2S1 BRDM-2

C/C/D

105mm

64

12.7mmMG + 7.62mmMG 12.7mmMG + 7.62mmMG -

4 6 10

B/C/D D/D/E E/E/E E/E/E

105mm 122mm 6xTOW

63 40 14

NBC/ PNV/ SM NV/ NBC/ AMP NV/ NBC/ FD NV/ NBC/ FD

HMMMWV 12 Key To Vehicle Options NBC

12.7mmMG -

Nuclear Biological Chemical protection for Crew

NV/PNV Night Vision / Passive NV CT ERA TS Computer Targeting or Laser sighting Explosive Reactive Armor Thermal Sights

AM AMP FD SM SM-D

Amphibious Amphibious with Preperations Fording capability Smoke Ejectors 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.

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