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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+
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
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.
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
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
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
C/C/D
105mm
64
4 6 10
63 40 14
12.7mmMG -
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.