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29/06/2016 ModernRules

Last Updated April 8, 2007

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


MOVE SEQUENCE
AREA FIRE Draw cards by platoon, each platoon can
Deviation = Random direction X dice to spot then fires then moves.
D6ins. Repeat until all done.

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29/06/2016 ModernRules

-2 Dev for Nato artillery and Work out ATGW hits at greater than
everyones aircraft. 10".
-1 on deviation each turn if firing at AA Fire at aircraft by units on AA
same targ. watch that have not moved or fired and
Area of Effect also by Infantry not moved or fired.
FIRING BODY - Width X Area Fire (Including aircraft attacks,
Depth hot Hels).
Morale / Communications
Aircraft (assorted
4" X 6"
bombs)
2-3 Mortars / 1
2" X 2" MOVEMENT
Rocket Pod
Vehicle in open (or roads) 3D6"
4-6 Tube Battery 3" X 3"
Vehicle In Woods etc. 1D6+1"
4 -6 Salvo Battery 6" X 8"
Infantry (anywhere) 1D6"
Helicopters 10D6"

SPOTTING 1D10
Target / to to to to to to
MORALE
Range 5" 10" 20" 30" 40" 60"
Neutralised elements cannot fire or advance,
Inf /
can retreat if appropriate (Neutralised
Vsmall 4 6 8 9 10 -
elements only remain so until the end of the
Vehic
turn they became so)
Other 2 points - per KO'd Tank in platoon. (& 8 man
2 3 5 6 7 8
Vehicles inf)
Heli / Plane 1 point - per KO'd 4 man inf or APC's in
6 6 6 6 6 6 platoon.
/ ATGW
0 Points - KO'd 2 man team and any
<<<<< Target Moves or Fires (or Heli
neutralisation.
spotting)
Target In Cover >>>>>

AA FIRE (Hels & Planes) DAMAGE TO AIRCRAFT


ZSU / Gepard to 5-7 8 9 10
8 to hit
etc. 40"
Double Damaged
to deviation for Abort run Abort
12.7 - 30mm 10 to hit
20" attacks Helecopter Mission KO
Portable to (Helcop no neutralised Helecopter
9 to hit effect) crashed
SAM's 60"
to 8 hit / (10 V +1 for Shoulder launched SAM's
Medium SAM's
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29/06/2016 ModernRules

80" Hels) +2 for medium SAM's (Rapier etc.)


All roles on 1D10, Iraqi's then have -1 for Apache / Hind / A10 & other
an additional 50% chance of missing. Armoured

AREA FIRE TO K.O.


ALL TANKS APC SOFT INFANTRY COMMUNICATIONS
10 8 6 8/7/6 Fire Mission Request 6
<<<<< Mortars and guns under 90mm Air Support Request 8
Bomblets and Rocket Pods >>>>>

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
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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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