modern armor rules
TRANSCRIPT
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Modern(ish) Armor Rules
Designed and used in 1/285th scale
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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 additionsare 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 thenumber 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 takesthree turns to reload and may move while doing so, although it may not fire.
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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
- 1Firer 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 +
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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
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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 thelist 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.
NameSpeed
(Inches)
Armor
Front / Side
/ Rear
Main Gun AmmoSecondary
ArmamentOptions
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 407.6mmMG +
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 7.62mmMGSM/ 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
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T72 8 B/C/C 125mm 4512.7mmMG +
7.62mmMG
NBC/ SM/ NV/
CT/ TS/ FD
T64 7 B/C/C 125mm 3612.7mmMG +
7.62mmMG
NBC/ SM/ NV/
FD
T62 5 B/C/C 115mm 4012.7mmMG +
7.62mmMG
NBC/ SM-D/
NV
T54/T55 5 B/C/D 100mm 3412.7mmMG +
7.62mmMGSM-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
MK133 C/C/D 105mm 64
12.7mmMG +
7.62mmMG NV/ FD
M60A3 4 B/C/D 105mm 6312.7mmMG +
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
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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 averagewargames table at 1/300th scale.