modern armor rules

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Modern(ish) Armor Rules Designed and used in 1/285th scale

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8/2/2019 Modern Armor Rules

http://slidepdf.com/reader/full/modern-armor-rules 1/7

Modern(ish) Armor Rules

Designed and used in 1/285th scale

8/2/2019 Modern Armor Rules

http://slidepdf.com/reader/full/modern-armor-rules 2/7

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.