Last Updated July 20, 2000

TO HIT
Weapon
to 5"
to 10"
to 20"
to 40"
to 60"
Tank Gun
2
3
5
7
8
Auto Cannon
2
4
6
9
-
Small Arms
4
8
-
-
-
Modern ATGW
8
5
5
5
6
Early ATGW
-
8
6
6
8
LAW
6
-
-
-
-
If no spot may fire generally,
Hit on 8D8 / 10D10 / 11+D12
+1 if target moves or target is in cover.
+1 if firer moves and LFC and Computer (IFC)
+2 if firer moves and not computer stabilised (IFC)
+1 if ATGW > 10" and received any return fire, effective or otherwise.
TO K.O.
.
Chobham Hvy Tank
Tank
APC
Soft
Inf
Tank Gun
9
6
2
3
6
Auto Cannon
-
11
5(+2)
3
6
Small Arms
-
-
-
7
8
Heavy ATGW
9
4(+2)
3(+2)
2
8
Light ATGW
-
5(+3)
3(+3)
2
9
LAW
-
8(+4)
5(+4)
4
9
Firing on Side Armour >>>>
Not APC/Soft/Inf
AREA FIRE

Deviation = Random direction X D6ins.

-2 Dev for Nato artillery and everyones aircraft.
-1 on deviation each turn if firing at same targ.

FIRING BODY
Area of Effect - Width X Depth
Aircraft (assorted bombs)
4" X 6"
2-3 Mortars / 1 Rocket Pod
2" X 2"
4-6 Tube Battery
3" X 3"
4 -6 Salvo Battery
6" X 8"
MOVE SEQUENCE
  • Draw cards by platoon, each platoon can dice to spot then fires then moves. Repeat until all done.
  • Work out ATGW hits at greater than 10".
  • AA Fire at aircraft by units on AA watch that have not moved or fired and also by Infantry not moved or fired.
  • Area Fire (Including aircraft attacks, hot Hels).
  • Morale / Communications
MOVEMENT
Vehicle in open (or roads)
3D6"
Vehicle In Woods etc.
1D6+1"
Infantry (anywhere)
1D6"
Helicopters
10D6"
SPOTTING 1D10
Target / Range
to 5"
to 10"
to 20"
to 30"
to 40"
to 60"
Inf / Vsmall Vehic
4
6
8
9
10
-
Other Vehicles
2
3
5
6
7
8
Heli / Plane / ATGW
6
6
6
6
6
6
<<<<< Target Moves or Fires (or Heli spotting)
Target In Cover >>>>>
MORALE

Neutralised elements cannot fire or advance, can retreat if appropriate (Neutralised elements only remain so until the end of the turn they became so)
2 points - per KO'd Tank in platoon. (& 8 man inf)
1 point - per KO'd 4 man inf or APC's in platoon.
0 Points - KO'd 2 man team and any neutralisation.

AA FIRE (Hels & Planes)
ZSU / Gepard etc.
to 40"
8 to hit
12.7 - 30mm
to 20"
10 to hit
Portable SAM's
to 60"
9 to hit
Medium SAM's
to 80"
8 hit / (10 V Hels)
All roles on 1D10, Iraqi's then have an additional 50% chance of missing.
DAMAGE TO AIRCRAFT
5 - 7
8
9
10
Double deviation for attacks (Helcop no effect)
Abort run Helecopter neutralised
Damaged Abort Mission Helecopter crashed
KO
+1 for Shoulder launched SAM's
+2 for medium SAM's (Rapier etc.)
-1 for Apache / Hind / A10 & other Armoured
AREA FIRE TO K.O.
ALL TANKS
APC
SOFT
INFANTRY
10
8
6
8 / 7 / 6
<<<<< Mortars and guns under 90mm
Bomblets and Rocket Pods >>>>>
COMMUNICATIONS
Fire Mission Request
6
Air Support Request
8

TO HIT

Roll 1 D12 for Computer stabilised tanks (IFC) & LMG's on Small Arms & Auto Grenade Launchers.
Roll 1 D10 for LFC equipped tanks, and all other categories not mentioned elsewhere.
Roll 1 D8 for Tank guns with basic targeting or 12.7mm - 14.5mm HMG roles on autocannon line.. (IF firer is of low skill use a dice one smaller, any rolls on a D6 instead of D8 can still hit over 20", must now get a 6 on D6 followed by a 4,5,6 on another D6)
IF an ATGW is fired from 10" or greater and target has not yet moved Roll 1 D10. If 6 or greater is scored the missile is spotted. If cover is within half a move the target may "Duck"and the missile misses. If target spots missile then may fire Smoke dischargers (once a game) if equipped with them. The missile then automatically misses unless the firer is using TI or a laser designator (common in western armies).
Tanks get extra shot as D8 on autocannon for hmg
If an ATGW target moves to closer than 5" during turn you may count it as the 5 - 10" category.

TO K.O.

(+?) Is if Tanks or APC's are reactive armoured
Roll 1 D12 for Nato 120mm gun and Hellfire ATGW + Plane & Heli Autocannon (plus count side aspect)
Roll 1 D10 for Nato 105mm & Soviet 115mm - 125mm as well as all other non tank gun categories (Auto Grenade launcher counts D10 Autocannon.
Roll 1 D8 for Nato 76-90mm and Soviet 100mm or less & 12.7 - 14.5mm on Autocannon + recoilless rifles on jeeps.
Roll 1D6 for Soviet 73mm LPG on BMP1's
Failure to KO any vehicle or inf. by a score of 1 or 2 leads to it being Neutralised. A half sized weapons team that is Neutralised is KO'd instead.

AREA FIRE

Takes three turns for salvo batteries to reload.
Rocket pods have a max range of only 20". Double above dimensions if firing smoke. Starshell has a diameter of 20", both arrives at the end of the turn and lasts the entire of the following turn.
(51mm Mortars in groups of 3, 81mm in 2's)

MOVEMENT

AA, ATGW and infantry troops can only move or fire, all other vehicle weapons and ALL Helicopter weapons including ATGW can fire THEN move. It takes half a turn for infantry to embark or disembark from APC or Helicopter.

SPOTTING

Roll number above or greater using 1 D10. If target is in smoke cannot be spotted unless using thermal imaging, (TI) then subtract one from your dice roll.
IF at night subtract one from your dice for (TI), move one column right if LLTV etc. and two columns right if no night aids at all.
Each platoon spots once - if enemy spotted whole enemy platoon is spotted by whole friendly platoon.
Helicopters / Planes gets two spots at different targets.

MORALE

Dice if any element KO'd. Throw 1 D10 dice per platoon (D8 for recruits, D12 SAS Spetsnaz etc.)
Need to throw higher than the number of points scored above to pass morale check IF the platoon fails then it cannot fire or advance towards the enemy. Morale must be retested next turn, if pass then all ok, if fail 2nd test the entire platoon must retire at full speed, no firing allowed. (If fail first test by 3 then rout immediately)

COMMUNICATIONS

Roll above number or greater on 1 D10. Only one roll per Artillery observer for fire missions and one roll per Forward Air Controller for Air support. (Helicopters and on board artillery are under direct control of ground troops. Nato 1 observer per battery, USSR 1 observer per battalion.

 

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