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Modern FOW: US and Russian Post 1990 Army Lists

Scott Elaurant 06/12/04 1




Modern Flames of War

Modern Army Lists

Era III: 1990 to present day


Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 2
I Introduction

This supplement is intended as an introduction into army lists Ior Modern Flames oI
War*. It presents army lists and equipment statistics Ior the two most signiIicant
armies in the modern era the United States and Russia. The Iormat has deliberately
been kept as close to the Iormat oI WWII Flames oI War lists as possible. Modern
warIare has been portrayed using the existing FOW rules mechanisms. Players need a
copy oI the Flames oI War rules to play this game.

The points costs have not yet been thoroughly play-tested, and should be regarded as a
guide only at this stage. Like Flames oI War, inIantry costs are held constant, but
vehicles and heavy weapons vary (decline) in each era, since their values are relative.
* Flames oI War is a trademark oI BattleIront Miniatures Limited. It is used without their permission,
however no challenge to their status is intended.

II Guide to Rating Modern Armies

Morale and Training:
Despite the sophistication oI the weaponry, remember that most modern (post WW2)
armies have Iought relatively Iew battles. Most consist oI a well-trained ProIessional
Regular army core, with a much less well-trained conscript reserve. Few armies
would have as many combat veterans today as they did in World War Two.

Argentina Reluctant Conscript Argentine Marines Confident Conscript
Britain Confident Veteran Marines and Paratroops Fearless Veteran
Egypt Reluctant Trained Engineers, assault troops Confident Trained
Iran Confident Conscript Pasdaran: Fearless Conscript
Iraq Reluctant Conscript Iraq Republican guard: Confident Conscript
Israel Armour Confident Veteran Israeli InIantry: Confident Trained;
(Paratroops: Fearless Veteran)
Jordan Confident Trained Syria Confident Conscript
Russia Reluctant Trained Airborne Confident Trained (post 1990)
Soviet Union Confident Trained AIghanistan aIter 1985 Reluctant Trained
Soviet Airborne and Spetznaz Fearless Trained; aIter 1985 Confident Trained
United States Confident Trained (Vietnam War aIter 1968 Reluctant Trained)
(US Marines and Special Forces Fearless Trained)
Viet Cong Fearless Conscript (recce) (NVA Regulars Fearless Trained)

Infantry Weapons and Costs:
The perIormance oI most inIantry weaponry is similar and they may be conveniently
grouped by type. Costs are given Ior generic squads which are assumed to be average
in Morale and Training i.e. Confident Trained; Reluctant Veteran and Fearless
Conscript.
Fearless Trained or Confident Veteran troops should cost 20 more;
Reluctant Trained or Confident Conscript troops should cost 20 less.
Fearless Veteran troops should cost 40 more; Reluctant Conscripts 40 less;
NB: round the cost oI platoons oII to the nearest 5 points. Round down any cost
reductions and round up any cost additions.

Modern FOW: US and Russian Post 1990 Army Lists
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InIantry Team abilities and costs:
Team Cost Range ROF Notes
RiIle 10 16 1 E.g. Mauser, Tokarev
RiIle/MG 15 16 2 Eg. SKS
RiIle/MG (marching Iire) 20 16 2 E.g. M1, FN FAL
MG 20 16 3 Multi LMG/ Bipod riIles eg. Galil
SMG 20 4 3 Eg. Uzi
Assault RiIle 25 8 3 Eg. AK47, M16, Steyr, Famas
GPMG 30 16 4 Eg. Tripod M60, FN MAG
For example, a US M60 team is a Confident Trained GPMG 30 points each.
However, iI the GPMG is Israeli Paratrooper it may be Fearless Veteran and cost
40 extra 40 points.

III New Rules

It is impossible to reIlect all modern battleIield technologies, especially those applied
to tanks. These modern rules assume that much technology which is comparative in
eIIect, e.g. better targeting systems, will be taken into account in the relative Training
ratings oI troops. Only technology which actually changes the tactical employment oI
troops will have speciIic rules. The Iollowing rules are intended to reIlect the eIIects
oI key new technologies employed in the post war era:

Armoured Fighting Vehicles:
Most modern armies have armoured Iighting vehicles designed to perIorm a wide
variety oI tasks, including transporting troops. Unlike the armoured personnel carriers
oI World War Two, many oI these AFVs are crewed and capable oI a combat role,
even while transporting inIantry squads.
InIantry Fighting Vehicles (IFVs) or AFVs are subject to the tank assault rule.
For Morale, IFVs count as part oI a platoon, unless they are sent oII board.

Helicopters:
Helicopters are a specialised Iorm oI air-power used extensively by all powers since
the Korean War and the Iollowing rules are designed to emulate its eIIects:
Players should use 15mm models to represent helicopters on the battleIield.
Ideally, they should be mounted on plastic stands to show their true altitude.
Helicopters are moved at the end oI the movement phase like aircraIt, and are
subject to anti-aircraIt Iire. Unlike aircraIt, helicopters may remain on the
battleIield Ior more than one turn, and may only move a Iixed distance up to their
movement allowance. A Helicopter move is 40 inches, across open terrain.
Helicopters Ily at very low altitude (Nap oI Earth NOE) over the battleIield.
They are slowed by the need to manoeuvre around or above diIIicult terrain. II a
helicopter moves across any diIIicult terrain except water, the movement is
reduced accordingly. A Helicopter move is 24 inches, across open terrain.
Helicopters are assumed to be at a level directly above the terrain they are
positioned on Ior Line oI Sight purposes. Eg. a helicopter behind a Iorest may be
hidden, but a helicopter in a Iorest hovers above it, and will not be hidden by it;
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Helicopters may be shot by enemy weapons with AA capability, just like aircraIt;
Helicopters may load and unload passengers at the start oI their movement phase
in the same manner as other transports.
Helicopters may not make assault moves oI any kind, and may not load/unload
passengers in this phase either.

1et Aircraft
Airpower has increased greatly in power and sophistication since World War Two.
AircraIt have also increased greatly in cost, and their loss is now Iar Irom trivial. The
air-support rules in the basic FOW game, continue to be used, with these additions:
Jet aircraIt strikes need specialist planning. Only Obsevers may call Jet air strikes.
Jet aircraIt are Iaster moving and diIIicult to hit. They may only be shot at by
Anti-AircraIt weapons as in the basic game. In addition, to reIlect their greater
speed and diIIiculty in targeting, Jet AircraIt are only hit on a roll oI 6 by AA Iire.
Some AA weapons have Radar, which allows tracking oI Iast aircraIt and greatly
increases the chance oI a hit. Anti-AircraIt Weapons with AA Radar, or in
command radius oI another team in the platoon with AA Radar, may still hit
aircraIt by making a Skill roll;
Any Jet AircraIt shot down count as destroyed teams Ior Company morale
purposes. Each three Jet AircraIt shot down count as a destroyed platoon.

Missiles:
Missiles are powered by a rocket motor and guided to their target by an operator.
They are usually very accurate, although may suIIer Irom a long Ilight time, have a
minimum range, and be vulnerable to countermeasures.
Missiles may only be Iired by vehicles or inIantry that remained stationary.
(Helicopters may move and still Iire missiles.)
Missiles are accurate reroll any 'to hit dice that missed;
Missiles will have a minimum range speciIied any target within this range is not
aIIected;
Missiles are slow to react they may not be Iired by deIenders during assaults;
Missiles depend on their operator to guide them in Ilight they may not be Iired iI
pinned;

Sniper Teams:
Sniper teams with specialist weapons and training are a common part oI modern
warIare.
Snipers may always chose their target the Iirer allocates any hits Irom Snipers;
Snipers have Rate oI Fire 1 but always hit a target in range on a 'to-hit die score
oI 6;
Snipers are trained to inIiltrate they may always be set up as per the ambush
rules in their own deployment zone
Snipers may be detached Irom platoons and moved like observers, but otherwise
must be in command control to move;
Snipers may not move and Iire they must remain stationary to shoot;
Snipers are trained to evade combat. They may not roll to attack in assaults;

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Special Armour:
Modern armoured Iighting vehicles have changed their armour not so much by
thickness as by type. There are now several types oI armour speciIically designed to
deIeat armour piercing rounds, especially the chemical energy Heat rounds (Ior game
purposes, Heat is also taken to include other chemical energy rounds such as Hesh).

Chobham Armour This is the latest Iorm oI tank armour, and is highly eIIective
versus Heat rounds. Any Chobham armoured vehicle which is hit frontallv by a Heat
round may avoid the eIIects oI a penetration on a roll oI 2. II hit on the side, rear or
top armour, it must roll a 3 to avoid penetration.
Reactive Armour This is an alternative to Chobham developed by Israel and now
also used on Russian tanks. Any Reactive armoured vehicle which is hit by a Heat
round may avoid the eIIects oI any penetration on a roll oI 3. Any inIantry team on
or within 1 inch oI the vehicle when this occurs may be wounded by debris. Roll Ior a
hit normally, based on the training oI the inIantry team. II hit, roll saves etc.
Spaced Armour This was the Iirst generation oI tank armour designed to resist
versus Heat rounds. Any Spaced armoured vehicle which is hit by a Heat round may
avoid the eIIects oI any penetration on a roll oI 4.

Technology:
Many armoured Iighting vehicles and even some inIantry squads are now equipped
with advanced technology. (Other technology has the same eIIect as in WW2 FOW.)

AirRadar These allow anti-aircraIt weapons to Iire at Jet AircraIt at Iull eIIect. Anti-
aircraIt teams equipped with or linked to a Radar still hit Jet AircraIt with a skill test.
ArtRadar These allow enemy artillery or mortars on the table which have used
indirect Iire in the previous turn to be located and targeted. Roll Iirst Ior observer
accuracy assuming target is concealed and at long range, then indirect Iire as normal.
Cannister Special anti-personnel round which allows Iirer to double Rate oI Fire
within 8 inch range, but AT is reduced to 5.
CPS This technology gives teams an exact Iix on their position and improves the
speed oI calling artillery indirect Iire. Observer teams with GPS may call indirect Iire
while moving.
CrenadeLaunchers These are inIantry weapons that allow grenades to be delivered
at a signiIicant rate oI Iire and over longer ranges. They will give a team a higher
Firepower test (usually 5) over its Iiring range.
Cyro (Short Ior: Gyrostabilised) This is a much more advanced version oI the
stabilisers used by US WWII tanks to improve the accuracy oI moving Iire. Any
Gyro equipped vehicle may Iire at Iull Rate oI Fire without penalty while moving.
Laser This rangeIinding device greatly increases the accuracy oI long range shooting
and observation. Any Laser equipped team ignores the eIIects oI any penalties Ior
long range (i.e. over 16 inches) when rolling ot hit, or to spot Ior artillery Iire.
Aight Jis This represents a range oI technology which enables teams to see
accurately at night. Any NightVis equipped team does not need to roll Ior visibility
range (normally equal to a dice times 4 inches) when trying to hit, or observe at night.
1I (short Ior Thermal Imager) This advanced vision technology enables teams to
see accurately in almost any weather condition, including at night and through smoke
and rain. Any TI equipped team does not need to roll Ior visibility range (normally
equal to a dice times 4 inches) when trying to hit, or observe Ior artillery Iire through
night, rain or smoke. Only Iog, dust storms or snow storms reduce visibility with TI.
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UNITES STATES ARMY

Command Net: Modern US military doctrine places great emphasis on C3
Command, Control and Communications. Any US Company or Platoon Command
team may act as an observer Ior Air Support or Artillery indirect Iire with no penalty.

United States Air Support
The United States Air Force is easily the largest and most powerIul in the world. Its
pilots are well trained and equipped with the latest technology. Their precision
guided munitions can be devastating on the battleIield, and US doctrine calls Ior air-
power to be heavily used whenever appropriate. Even in Ioreign theatres where the
US Air Force has no presence, the awesome strike power contained in the air wings oI
US Navy Carrier Battle Groups means that a US commander need lack air support.
Organic Air Support Ior 300 points
Organic air support will provide supporting ground attack aircraIt and intercepting
Iighters on a roll oI 3.
Prioritv Air Support Ior 200 points
Priority air support will provide supporting ground attack aircraIt and intercepting
Iighters on a roll oI 4.
Limited Air Support Ior 100 points
Limited air support will provide supporting ground attack aircraIt and intercepting
Iighters on a roll oI 5.

AircraIt Weapons Range ROF Anti-tank Fire-power
F117 Stealth* Jet GuidedBomb 24/60cm -** 10**/4 1
F18 Hornet GuidedBomb 24/60cm -** 10/4 1
A10 Warthog
Flving tank
Bombs or
Gun
4/10cm
8/20cm
1
4
4
7
1
4
* Stealth Fighter is diIIicult to hit. May reroll successIul attempt to intercept or hit
with AA. Stealth is also rare and valuable. Only one Stealth mission is permitted per
game. AIter its use, the US player may still roll Ior air intercepts, but not air strikes.
** Guided bombs are extremely accurate. May reroll attempt to hit target bunker/
vehicle. II target is hit directly, AT Iactor is 10. May not use inIantry team as target.

United States Company Choices
AIter the Vietnam War the US Army entered a period oI decline and demoralisation.
However in the 1980s it began to be rebuilt, not only in terms oI equipment, but also
in troop training and leadership. By the GulI War oI 1991 it was probably the best
quality US Iorce to serve in combat since World War Two. With the end oI the Cold
War and the collapse oI communism it has again declined in size (and some claim in
quality), but it remains Iar and away the most advanced and powerIul army in the
world, and second only to China in size.

You can base your US Iorce on
A Mechanised InIantry company
An Armoured company
An InIantry company
A Cavalry company
An Air Cavalry company
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You can also base your US Iorce on
A Marine InIantry company
A Marine Armoured company

Motivation and Experience
All US army platoons are Confident Trained. A US army Iorce may be taken as a
Reserve Iorce, in which case it is Confident Conscript but may select an addition
20 oI troops (by points value). Marine platoons are Fearless Trained

Mechanised Infantry Company
A Iorce based around an InIantry Company must contain:
A Company HQ and
2 or 3 Mechanised InIantry Platoons

Weapons platoons available to an InIantry Company are:
Up to 2 Tank Platoons
A Mortar Section

Support platoons Ior an InIantry Company can be:
An Anti-aircraIt Platoon
An Anti-tank Platoon
A Heavy Mortar Section,
An Artillery Battery
A Pioneer Platoon
An Attack Helicopter Section
You may have up to one support platoon Ior each combat platoon in the Company

1 Mechanised Infantry Company HQ
Company Leader has Command Net. This consists oI 2 Command teams:
1 Command Assault RiIle team in M2 Bradley
1 2IC Assault RiIle team
HQ 60 points
Option: add Artillery Radar team in M577 100 points

2-3 Mechanised Infantry Platoons
Platoon Leader has Command Net. Each platoon consists oI:
1 Command Assault RiIle team, 1 Observer team in M2 Bradley
4 Assault RiIle teams, 2 AT Dragon Teams in 3 M2 Bradleys.
Cost at Iull strength 300 points
Cost with 2 Assault RiIles, 3 Bradleys 220 points
(optional) upgrade AT team Irom Dragon to Javelin 5 points

Weapons Platoons:
0-2 Tank Platoons
Now equipped with Abrams, US Tank platoons are among the best in the world. A
platoon consists oI 2 to 4 tanks, one oI which must be the platoon commander. Some
reserve platoons still have M60A3s. Platoons must be either all M1 or all M1A1 or
all M1A2 or all M60A3 tanks.
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2 to 4 M1 Abrams tanks, one oI which is platoon commander
Cost with 4 M1 tanks - 600 points
Cost with 3 M1 tanks - 450 points
Cost with 2 M1 tanks - 300 points
Option: replace M1 with M1A1 tank 20 points per tank
Option: replace M1 with M1A2 tank 40 points per tank
Option: replace M1 with M60A2 tank 30 points less per tank

0-1 Light Mortar platoon
This consists oI:
1 Command Assault RiIle team, in M113
1 Observer team
2 mortar sections, each 2 M125 SP 81mm mortars
Cost with 2 mortar sections (4 mortar teams) 150 points
Cost with 1 mortar sections (2 mortar teams) 90 points
Upgrade command transport to M2 Bradley - 20 points
Downgrade command transport to HUMVEE 5 points less

Divisional Support 1roops:
0-1 Anti-tank platoon
All US Divisions are well equipped with TOW anti-tank missiles:
1 Command Assault RiIle team, in M113
2 or 3 ATGW sections with M901 TOW AT gun team and truck.
Cost with 3 M901 teams 170 points
Cost with 2 M901 teams 120 points

0-1 Engineer Platoon
All teams with Engineer skills. These teams have the Iull range oI combat engineer
abilities, as well as the option to use Ilamethrowers or demolition charges.
Command Engineer Assault RiIle team, M113
3 sections oI 2 Engineer Assault RiIle teams, demolition charges, M113
Cost with 3 sections 240 points
Cost with 2 sections 170 points
(Optional) replace up to 2 teams with Flamethrower team 5 points per team
(Optional) replace all M113s with LAV transports 5 points per LAV

0-1 Recon Platoon
All Assault RiIle teams with Recce skill and TI. Each platoon consists oI:
1 Command Assault RiIle team with Laser, GPS in M3 Bradley
3 Recon sections each with Assault RiIle team in M3 Bradley
Cost with 3 Sections 280 points
Cost with 2 Sections 210 points

0-1 Anti-aircraft platoon
With such overwhelming air-support the US has little need oI air deIence. Even so a
US commander may call on Divisional AA assets. Vulcan is potent against
helicopters, while Stinger can threaten most aircraIt:
1 Command Assault RiIle team in HUMVEE
1 gun section with 2 or 3 M163A2 Vulcan 20mm AA vehicles.
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Cost with 3 M163s 130 points
Cost with 2 M163s 90 points
Option: change M163s to Stinger teams in HUMVEEs 10 points less per AA team

0-1 Heavy Mortar section
This consists oI:
1 Command Assault RiIle team, in M113
1 Observer team
2 M106 SP 107mm mortars
Cost 110 points
Downgrade command transport to HUMVEES 5 points less

0-1 Artillery Battery
US artillery is abundant and technically excellent, with the latest weapons and
equipment. Standard artillery is the tried and true M109 155mm howitzer, with
MLRS rockets available.
1 Command RiIle /MG team, in HUMVEE
1 StaII team in HUMVEE
1 Observer team with GPS in HUMVEE
3 gun sections, with 2 M109 155mm SP howitzers, 2 M992 FAASV ammo vehicles.
Cost with 3 sections 400 points
Cost with 2 sections 280 points
Cost with 1 section 160 points
Option: add M992 FAASV ammo vehicle Iorr each M109 20 points each
Option: add Artillery Radar team in M577 100 points

0-1 Attack Helicopter Section
Equipped with the latest AH64 Apache Iiring HellIire missiles, these provide
awesome Iirepower.
2 AH64 Apache helicopters, one oI which is Section commander
(Optional) 2 Kiowa Observation helicopters,
Full Cost - 500 points
Cost with 2 Apaches - 400 points
Cost with 2 Kiowas - 100 points
(Option) replace all AH64 Apaches with AH1 Cobras 50 points less per AH1

Armoured Company
A Iorce based around an Armoured Company must contain:
A Company HQ oI 2 Tanks
2 to 4 Tank Platoons

Weapons platoons available to an InIantry Company are:
Up to 2 Mechanised InIantry Platoons
A Mortar Section

Support options are identical to those Ior a Mechanised InIantry Company

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Infantry Company
A Iorce based around an InIantry Company must contain:
A Company HQ and
2 or 3 InIantry Platoons

Weapons platoons available to an InIantry Company are:
A Light Mortar Section
A Gun Platoon

Support platoons Ior an InIantry Company can be:
An Anti-aircraIt Gun Platoon
An Anti-Tank platoon
An Artillery Battery
A tank Platoon
An Engineer Platoon
An Attack Helicopter Section
You may have up to one support platoon Ior each combat platoon in the Company

1 Infantry Company HQ
Company Leader has Command Net. This consists oI 2 Command teams:
1 Command Assault RiIle team
1 2IC Assault RiIle team
1 Sniper Team
HQ 50 points
(Optional) Add 2 LAV, 2 HUMVEE transports 40 points
Option: add Artillery Radar team in M577 100 points

2-3 Infantry Platoons
Platoon Leader has Command Net. Each platoon consists oI:
1 Command Assault RiIle team, 1 AT team
3 RiIle Squads each with 2 Assault RiIle teams
Cost with 3 Squads 210 points
Cost with 2 Squads 150 points
(optional) upgrade AT team Irom Dragon to Javelin 5 points
(Optional) Add 4 LAV transports 60 points
(Optional) Add 4 M113 transports 40 points
(Optional) Add 8 HUMVEE transports 40 points

Weapons Platoons:
0-1 Gun Platoon
InIantry Companies now have gun platoons oI Lavs with 105mm gusn to provide
immediate direct Iire support.
2 to 3 LAV105 AFVs, one oI which is platoon commander
Cost with 3 LAV105s - 180 points
Cost with 2 LAV105s - 120 points

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Divisional Support 1roops:
0-1 Recon Platoon
All Assault RiIle teams with Recce skill and TI. Each platoon consists oI:
1 Command Assault RiIle team with Laser, GPS in LAV25
3 Recon sections each with Assault RiIle team in LAV25
Cost with 3 Squads 250 points
Cost with 2 Squads 180 points

Armoured Cavalry Company
A Iorce based around an Armoured Cavalry Company is identical to a Mechanised
InIantry Company except:
All Mechanised InIantry Platoons are replaced with Cavalry (Recon) Platoons
No Heavy Mortar or Engineer Platoons are permitted

Air Cavalry Company
A Iorce based around an Armoured Company is identical to an InIantry Company
except:
All HQ, InIantry, Light Mortar, Recce and Anti-tank Platoons may be transported
by helicopters at 30 points per UH 1 Irroquois or 50 points per UH 60 Blackhawk
No Tank Platoons are permitted
A Gun Platoon is permitted, and may be airliIted on at the start Ior 50 points
Up to 2 attack Helicopter Platoons are permitted

Marine Companies

Marine Armoured Company
A Iorce based around a Marine Armoured Company is identical to an Army
Armoured Company except:
All tank platoons must be 3 to 5 tanks each
M2 Bradley transports are replaced by LAV25 transports
M3 Bradley Recon vehicles are replaced by LAV Recon vehicles.

Marine Infantry Company
A Iorce based around a Marine Armoured Company is identical to an Army
Armoured Company except:
2 to 4 InIantry platoons may be chosen
All tank platoons must be 3 to 5 tanks each
M2 Bradley transports are replaced by LAV25 transports or LVTP7
M3 Bradley Recon vehicles are replaced by LAV Recon vehicles.


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Intel Briefing on the American Army (1990 to present)
Tanks and Other Fighting Vehicles
Name Points Mobility Armour Equipment and Notes
Front Side Top
Tanks - Confident Trained
M1 Abrams 150 FullTrk 18 11 3 105mm gun, AAHMG, coaxMG, Chobham, Gyro,
Laser, TI, Light, Wide Tracks
M1A1 170 FullTrk 18 11 3 120mm gun, AAHMG, coaxMG, Chobham, Gyro,
Laser, TI, Light
M1A2 190 FullTrk 20 13 3 120mm gun, AAHMG, coaxMG, Chobham, Gyro,
Laser, TI
M60A3 110 FullTrk 14 8 2 105mm gun, AAHMG, coax MG, Gyro, Laser, TI,
Reactive
Infantry Fighting Vehicles as infantry
M2 Bradley 40 Fully-Trk 7 4 2 2 passenger, 30mm chain gun, coax MG, TOW
Chobham, Gyro, TI
LAV-25 25 HalfTrk 3 1 1 2 passenger, 25mm chain gun, AAHMG,
Amphibious, Light, TI
Self-prop. Artillery Confident Trained
M125A3 35 Fully-Trk 3 2 0 81mm mortar, AA HMG, Mortar carrier
M106A1 40 Fully-Trk 3 2 0 107mm mortar, AA HMG, Mortar carrier
M109A1 60 Fully-Trk 2 2 1 155mm howitzer, AAHMG
M992FSV 20 Fully-Trk 1 1 1 Allows ROFx2 for M109, AAHMG
Self-propelled Anti-tank Confident Trained
LAV105 MGS 60 Half-Trk 3 2 1 105mm gun, coaxMG Gyro, Laser, Light, Recce,TI
M901 ITV 50 Fully-Trk 3 2 1 TOW launcher, Cherry-picker, Amphibious, TI
M966 HUMVEE + Tow 25 Jeep 0 0 0 TOW launcher
Self-propelled Anti-aircraft Confident Trained
M163A2 Vulcan 40 Fully-Trk 1 0 0 20mm Vulcan cannon, Amphibious, NightVis
HUMVEE Avenger 30 Wheeled - - - Stinger Anti-aircraft missile
Reconnaissance Confident Trained
M3 Bradley 40 Fully-Trk 7 4 2 1 passenger, 30mm chain gun, co-ax MG, TOW
Chobham, Gyro, TI
M113 ACAV 20 Fully-Trk 3 2 1 1 passenger, AAHMG, AAMG, AAMG
Amphibious, NightVis, Recce
Transports
Vehicle Points Mobility Front Side Top Equipment
Jeep Free Jeep - - -
HUMVEE 5 Jeep 0 0 0 1 passenger, optional AA HMG / 40mm GL Recce
LAV 15 Half-Trk 3 1 1 2 passenger AA HMG Amphibious Light Recce TI
M113 10 Fully-Trk 3 2 1 3 passengers, AA HMG, Amphibious, NightVis
M577 100 Fully-Trk 3 2 1 2 passengers, AA HMG, Amphibious, ArtRadar
LVTP-7 20 Fully-Trk 3 2 1 4 Passengers, Co-axHMG, Amphibious
Infantry Fighting Vehicles Confident Trained
M2 Bradley Fully-Trk 7 4 0 2 passengers, 25mm chain gun, co-ax MG, TOW
Gyro, Laser, Spaced, TI, (optional)
Helicopters Confident Trained
Helicopters Confident Trained
AH-64 Apache 200 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket
pods, Flying Tank, Laser, Recc, TI
AH-1 Cobra 150 Helicopter - - - 20mm gun, 2xTOW missiles or 70mm rocket
pods, NightVis, Recce
OH58 Kiowa Gunship 50 Helicopter - - - HMG, 70mm Rocket Pod Laser, Recce, TI
UH-60 BlackhawkTransport Helicopter - - - 4 passengers, AAMG, AAMG, Recce
UH-1 Huey Transport Helicopter - - - 3 passengers, AAMG, AAMG, Recce
OH-58 Kiowa Observer Helicopter - - - 1 passenger, GPS, Laser , Observer, Recce
Chobham: A vehicle fitted with Chobham armour gets an additional 2+ save versus any Heat or Hesh weapon
Gyro: A vehicle fitted with a Gyro can fire its weapons at their full ROF when it moves, with the same score needed to hit the target
Laser: Any team with a Laser does not suffer a 1 penalty to hit or observe targets over 16 range
NightVis: Any team fitted with Night Vis does not have visibility affected by Night. Others must roll a die x 4 for night vision range.
Spaced: A vehicle fitted with Spaced armour gets an additional 3+ save versus any Heat or Hesh weapon
TI: Any team fitted with TI (Thermal Imager) does not have visibility affected by Night, Rain or Smoke
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Scott Elaurant 06/12/04 13

Guns, Missiles and Vehicle Weapons
Weapon Points Range ROF Anti-Tank Firepower Notes
81mm mortar 40"/100cm - 1 3+ Mortar, Smoke
107mm mortar 48"/120cm - 1 2+ Mortar, Smoke
70mm rocket pods 24"/60cm - 4+ Rocket Pod
MG or AA MG 16"/40cm 3 2 6 Self Defence AA if AAMG
HMG or AA HMG 16"/40cm 3 5 6+ Self Defence AA if AAHMG
40mm grenade launcher 16"/40cm 3 2 4+ Close-support Artillery
20mm gun 24"/60cm 3 6 5+ Anti-aircraft
20mm vulcan cannon 24"/60cm 6 6 5+ Anti-aircraft
25mm chain gun 24"/60cm 3 7 5+ Self Defence AA
30mm chain gun 24"/60cm 3 8 5+ Self Defence AA
105mm tank gun 40"/100cm 2 20 2+ Cannister, Smoke
120mm tank gun 48/120cm 2 23 2+
155mm howitzer 32"/80cm 1 12 1+ Artillery, Smoke
TOW ATGW 40"/100cm 1 21 3+ HEAT
Hellfire ATGW 40"/100cm 1 24 2+ HEAT
Stinger anti-aircraft missile 24"/60cm 1 7 5+ Anti-aircraft Missile
Infantry Teams
Team Points Range ROF Anti-Tank Firepower Notes
Assault Rifle team 20 8"/20cm 3 1 6 M16 assault rifle, M249 SAW LMG
Firing LAW 80 (20) 8"/20cm 1 16 5+ HEAT Rocket
HMG team 20 16"/40cm 3 5 6 M2 .50cal heavy machine gun, Self-defence AA
Dragon team 15 2"-16" 1 16 4+ HEAT Missile
Javelin team 20 2"-24" 1 18 4+ HEAT Missile
TOW team 30 2"-32" 1 21 3+ HEAT Missile
Man-portable Stinger team 25 24"/60cm 1 (2) (4+) Anti-aircraft Missile
Command team 10 12"/30cm 3 2 6 M16 assault rifle
Observer team 30 - - - - GPS, Laser, Observer, TI
Staff team 5 - - - - Moves and fights as a gun team
Optional 40mm GL: add a 40mm grenade launcher to a US transport vehicle for
+20 points


Other NATO Armies

Most other Nato and western bloc (eg. Australia, Israel, South Korea) armies use a
similar organisation to the US army, except:
Tank platoons are usually 3 tanks each
Tanks and AFVs are usually replaced by vehicles manuIactured in that nation
Organic air support is not generally available
Britain, France, Germany and Israel may chose Limited or Priority Air Support;
All other Nato /Western bloc nations may chose Sporadic or Limited Air Support.
DiIIerences in equipment used and Morale/Training ratings will be listed by army.

Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 14
Australian Army
Use organisation oI Mechanised InIantry, InIantry, Air Cavalry (SAS) Company;
Motivation and Training: Confident Veteran
Chose vehicles, helicopters and inIantry teams Irom Iollowing table only;
Weapon ratings and technology special rules are same as Ior US Army.
Intel Briefing on the Australian Army (1990's)
Tanks and Other Fighting Vehicles
Name Points Mobility Armour Equipment and Notes
Front Side Top
Tanks - Confident Veteran
Leopard AS1 140 Fully-Trk 12 6 2 105mm gun, co-ax MG, AA HMG, Gyro, Laser,
Light, NightVis, Spaced, Wide tracks
Leopard AS2 150 Fully-Trk 12 6 2 105mm gun, co-ax MG, AA HMG, Gyro, Laser,
Light, Spaced, TI, Wide tracks
Centurion V 100 Fully-Trk 13 8 2 84mm gun AAHMG coaxHMG NightVis Stabilised
Observer Confident Veteran
ASLAV-S (surveliance) 35 HalfTrk 3 1 1 AAHMG, Amphibious, GPS, Gyro, Laser, Light,
Observer, Recce, TI
Self-prop. Artillery Confident Veteran
M125A3 40 Fully-Trk 3 2 0 81mm mortar, AAHMG Mortar carrier
M106A1 50 Fully-Trk 3 2 0 107mm mortar, AAHMG Mortar carrier
Self-propelled Anti-tank Confident Veteran
Land Rover with 107mmRR 40 Jeep - - - 107mmRR, NightVis, Recce
Recce Confident Veteran
M113 25 Fully-Trk 0 0 0 1 passenger, AAHMG, coaxMG, NightVis, Recce
ASLAV-25 30 HalfTrk 3 1 1 25mm chain gun, AAHMG, Amphibious, Gyro,
Light, Recce, TI
Transports
Land Rover LWB Free Jeep - - - 1 passenger, AAMG
M113 10 Fully-Trk 3 2 1 3 passengers TwincoaxMG, Amphibious, NightVis
M113 FSV* 30 Fully-Trk 3 2 1 76mm gun, coaxMG, Amphibious, NightVis,
Stabilise
ASLAV PC 30 Fully-Trk 15 8 2 2 passengers AAHMG AAMG Amphibious, Recce,
Spaced, TI
Helicopters Confident Veteran
Tiger 250 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket
pods or RBY70, Flying Tank, Laser, Recc, TI
OH58 Kiowa 50 Helicopter - - - 2HMG, GPS, Observer, Recce TI
UH60 Blackhawk 40 Helicopter - - - 3 passengers, 2xAAMG, Recce, TI
Reactive: A vehicle fitted with Reactive armour gets an additional 2+ save versus any Heat weapon. Adjacent infantry must roll for hits
Guns, Missiles and Vehicle Weapons
Weapon Points Range ROF Anti-Tank Firepower Notes
76mm gun 32"/80cm 2 13 3+ Canister, Smoke
84mm gun 32"/80cm 2 15 3+ Canister
L119 105mm Howitzer 40 24"/60cm 1 12 3+ Artillery, Heat, Smoke
M198 155mm Howitzer 55 24"/60cm 1 14 3+ Artillery, Heat, Smoke
107mm RR 32"/80cm 1 21 3+ HEAT Missile
Rapier anti-aircraft missile 50 48"/120cm 2 5 3+ Anti-aircraft Missile, AARadar
RB70 anti-aircraft missile 40 24"/60cm 1 5 4+ Anti-aircraft Missile
Infantry Teams Confident Veteran
Team Points Range ROF Anti-Tank Firepower Notes
MG team* 25 16"/40cm 3 2 6 FN Rifle, M60, Marching Fire
Assault Rifle team* 25 12"/30cm 3 2 6 Steyr Assault rifle, M249 SAW Moving Fire
*Firing LAW - 4"/10cm 1 14 5+ AT Rocket, HEAT
HMG team 25 16"/40cm 3 2 6 L7 7.62mm heavy machine gun, Self Defence AA
Carl Gustav AT team 20 8/20cm 1 18 4+ AT Rocket, HEAT
Milan ATGW team 30 4"-24" 1 20 4+ HEAT, Missile
Command team 15 12"/30cm 3 1 6 Steyr assault rifle, Moving Fire
Observer team 40 - - - - GPS, Laser, Observer, TI
Staff team 5 - - - - Moves and fights as a gun team
* InIantry teams are armed with FN SLR (MG teams), or Steyr (Assault RiIle)
** May attach M113 FSV to any Mechanised InIantry Platoon with M113 transport.
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 15
British Army
Use organisation oI Armour, Mechanised InIantry, InIantry and Air Cavalry
(Paratroop) Company;
Most troops Confident Veteran; Paratroops: Fearless Veteran (Cost 20)
Chose vehicles, helicopters and inIantry teams Irom Iollowing table only;
Weapon ratings and technology special rules are same as Ior US Army.
Intel Briefing on the British Army (1990's)
Tanks and Other Fighting Vehicles
Name Points Mobility Armour Equipment and Notes
Front Side Top
Tanks - Confident Veteran
Challenger I 210 Fully-Trk 20 10 3 120mm gun, co-ax MG, AA MG, AA HMG,
Chobham, Gyro, Laser, TI
Challenger II 240 Fully-Trk 21 13 3 120mm gun, co-ax MG, AA MG, AA HMG,
Chobham, Gyro, Laser, TI
Chieftan XII (Stillbrew) 180 Fully-Trk 18 8 2 122mm gun, coaxMG, coaxHMG, Gyro, Laser,
Spaced, TI
Chieftan X 150 Fully-Trk 16 8 2 122mm gun, coaxMG, AAHMG, Heavy Tank,
Laser, NightVis, Spaced, Stabiliser
Infantry Fighting Vehicles Confident Veteran
M2 Warrior 45 Fully-
tracked
8 6 0 2 passengers, 30mm chain gun, co-ax MG,
Chobham, Gyro, Laser, Spaced, TI,
Self-prop. Artillery Confident Veteran
M125A3 40 Fully-Trk 3 2 0 81mm mortar, AAHMG Mortar carrier
M106A1 50 Fully-Trk 3 2 0 107mm mortar, AAHMG Mortar carrier
M109A1 70 Fully-Trk 2 2 1 155mm howitzer, AAHMG
Self-propelled Anti-tank Confident Veteran
Striker 50 Fully-Trk 3 2 1 HOT launcher, AAMG, TI
Self-propelled Anti-aircraft Confident Veteran
M163A2 Vulcan 40 Fully-Trk 1 0 0 20mm Vulcan cannon, Amphibious, NightVis
Recce Confident Veteran
Scorpion 40 Jeep 0 0 0 76mm gun, coaxMG, Recce Spaced TI
Scimitar 50 Jeep 0 0 0 30mm gun, coaxMG, Gyro, Recce Spaced TI
Transports
Vehicle Points Mobility Front Side Top Equipment
Land Rover Free Jeep - - - 1 passenger
Saxon 10 Fully-Trk 3 2 1 2 passengers, AA HMG, Light, NightVis
FV432 5 Fully-Trk 3 2 1 3 passenger AAHMG NightVis
Helicopters Confident Veteran
AH-64 Apache 240 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket
pods, Flying Tank, Laser, Recc, TI
Lynx 160 Helicopter - - - 2xTOW missiles or 70mm rocket pods, Recce TI
Reactive: A vehicle fitted with Reactive armour gets an additional 2+ save versus any Heat weapon. Adjacent infantry must roll for hits
Guns, Missiles and Vehicle Weapons
Weapon Points Range ROF Anti-Tank Firepower Notes
122mm gun 48"/120cm 2 21 2+
HOT ATGW 48"/120cm 1 21 3+ HEAT Missile
Rapier anti-aircraft missile 50 48"/120cm 2 5 3+ Anti-aircraft Missile, AARadar
Stinger anti-aircraft missile 40 24"/60cm 1 5 5+ Anti-aircraft Missile
Infantry Teams Confident Trained
Team Points Range ROF Anti-Tank Firepower Notes
MG team* 25 16"/40cm 3 2 6 EM2 Assault Rifle, Marching Fire
*Firing LAW80 - 8"/20cm 1 16 4+ AT-4 light anti-tank weapon, HEAT
HMG team 25 16"/40cm 3 2 6 L7 7.62mm heavy machine gun, Self Defence AA
Milan ATGW team 30 4"-24" 1 20 4+ HEAT, Missile
Command team 15 12"/30cm 3 1 6 EM2 assault rifle, Moving Fire
Observer team 30 - - - - GPS, Laser, Observer
Staff team 5 - - - - Moves and fights as a gun team
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 16
Israeli Army
Use organisation oI US Armour, Mechanised InIantry, and InIantry Company;
Armour, Helicopter platoons: Confident Veteran, Other Platoons Confident
Trained; All in Paratroop (Airborne InIantry) Company: Fearless Veteran
(Cost 40)
Chose vehicles, helicopters and inIantry teams Irom Iollowing table only;
Weapon ratings and technology special rules are same as Ior US Army.
Intel Briefing on the Israeli Army (1990's)
Tanks and Other Fighting Vehicles
Name Points Mobility Armour Equipment and Notes
Front Side Top
Tanks - Confident Veteran
Merkava MkI/II 160 Fully-Trk 16 9 3 105mm gun, co-ax MG, AA MG, AA HMG, Gyro,
Laser, NightVis, RearAccess, Spaced
Merkava MkIII/IV 180 Fully-Trk 17 9 3 120mm gun, co-ax MG, AA MG, AA HMG, Gyro,
Laser, RearAccess Spaced, TI
Magach (M60) 150 Fully-Trk 15 7 2 105mm gun, coaxMG, coaxHMG, Gyro, Laser,
Reactive, TI
Shot (Centurion) 120 Fully-Trk 14 7 2 105mm gun, coaxMG, AAHMG, Laser, NightVis,
Spaced, Stabiliser
Self-prop. Artillery Confident Trained
M125A3 30 Fully-Trk 3 2 0 81mm mortar, AAHMG Mortar carrier
M106A1 40 Fully-Trk 3 2 0 107mm mortar, AAHMG Mortar carrier
Doher (M109A1) 60 Fully-Trk 2 2 1 155mm howitzer, AAHMG
Self-propelled Anti-tank Confident Trained
M151 TOW 40 Fully-Trk 3 2 1 TOW launcher, Amphibious, NightVis
Self-propelled Anti-aircraft Confident Trained
M163A2 Vulcan 40 Fully-Trk 1 0 0 20mm Vulcan cannon, Amphibious, NightVis
Recce Confident Trained
RBY/RAM 15 Jeep 0 0 0 1 passenger, AAMG, AAMG, Recce
Transports
Vehicle Points Mobility Front Side Top Equipment
HUMVEE 5 Jeep 0 0 0 1 passenger
M113 10 Fully-Trk 3 2 1 2 passengers, AA HMG, Amphibious, NightVis
M113 Zelda 15 Fully-Trk 5 4 1 2 passenger AAHMG Amphibious NightVis
Spaced
Achzarit / Nagmashot 30 Fully-Trk 15 8 2 2 passengers AAHMG AAMGx2 NightVis, Spaced
Helicopters - Confident Veteran
AH-64 Apache 240 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket
pods, Flying Tank, Laser, Recc, TI
AH-1 Cobra 180 Helicopter - - - 20mm gun, 2xTOW missiles or 70mm rocket
pods, NightVis, Recce
Rear access: These vehicles are designed for crew safety. They vehicles may re-roll any failed attempts to recover from bail-out.
Reactive: A vehicle fitted with Reactive armour gets an additional 2+ save versus any Heat weapon. Adjacent infantry must roll for hits
Guns, Missiles and Vehicle Weapons
Weapon Points Range ROF Anti-Tank Firepower Notes
TOW ATGW 40"/100cm 1 21 3+ HEAT Missile
Hellfire ATGW 40"/100cm 1 24 2+ HEAT Missile
Stinger anti-aircraft missile 24"/60cm 4 5 3+ Anti-aircraft Missile
Infantry Teams Confident Trained
Team Points Range ROF Anti-Tank Firepower Notes
MG team* 20 16"/40cm 3 2 6 Galil, Marching Fire
Assault Rifle team* 20 8"/20cm 3 2 6 M16 assault rifle, M249 SAW Moving Fire
Sub-machine Gun team* 15 4"/10cm 3 1 6 Uzi SMG Moving Fire
*Firing LAW80 - 8"/20cm 1 16 4+ AT-4 light anti-tank weapon, HEAT
HMG team 20 16"/40cm 3 2 6 L7 7.62mm heavy machine gun, Self Defence AA
Gill ATGW team 20 4"-16" 1 20 4+ HEAT, Missile
Command team 15 12"/30cm 3 1 6 M16 assault rifle, Moving Fire
Observer team 30 - - - - GPS, Laser, Observer
Staff team 5 - - - - Moves and fights as a gun team
* InIantry teams are armed with Galil (MG teams), M16 (Assault RiIle) or Uzi (SMG)
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 17
RUSSIAN ARMY
Although it has received little attention in the Western media since the end oI the Cold
War, the Russian (Iormer Soviet Union) Army has been very active in the 1990s.
Initially it attempted to reduce in size and modernise, disposing oI much oI its
obsolete old equipment. The ongoing Iighting in Chechnya has drained it badly.

Russian Air Support
The Russian Air Force has survived the collapse oI the Iormer Soviet Union better
than most branches oI the armed Iorces. SuccessIul export sales oI new Iighters like
the Mig 29 and SU27 have given it suIIicient Iunds to modernise and retain pilots.

Prioritv Air Support Ior 200 points
Priority air support will provide supporting ground attack aircraIt and intercepting
Iighters on a roll oI 4.
Limited Air Support Ior 100 points
Limited air support will provide supporting ground attack aircraIt and intercepting
Iighters on a roll oI 5.
AircraIt Weapons Range ROF Anti-tank Fire-power
SU25 FrogIoot Jet Guns or
Rockets
8/20cm
8/20cm
3
-
6
6
5
4
Mig 27 Flogger Jet Bombs or
Rockets
4/10cm
8/20cm
-
-
4
6
1
4

Company Choices
You can base your Russian Iorce on one or more:
Tank Companies
Motor RiIle Companies
Airborne Companies
Marine Companies
A Recce Company
An Engineer Company

Battalion Choices
Russian Iorces are organised in Companies and Platoons like western armies. In
addition, iI they Iield more than one Company, they may also Iield a Battalion
Headquarters. In this case, Company motivation is not tested. Instead, motivation is
tested Ior the entire Battalion, when more than halI its platoons are destroyed.
You can base your Russian Battalion Iorce on
A Tank Battalion
A Motor RiIle Battalion
An Airborne Battalion
A Marine Battalion

Motivation and Experience
Companies oI Russian Airborne or Marine Battalions and any Recce or Helicopter
teams are Confident Trained; All other Russian platoons are Reluctant Trained.
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 18

Tank Battalion
A Iorce based around a Tank Battalion must contain:
A Battalion HQ and
At least 2 to 3 Tank Companies
Up to one Motor RiIle Company
Tank Battalion HQ
This consists oI 2 Command teams:
1 Command T64 Main Battle Tank (MBT)
1 2IC Assault RiIle team, other Assault RiIle team in BMP3
2 BRDM 2
1 Observer team with Laser in ACRV
HQ 160 points

Motor Rifle Battalion
A Iorce based around a Motor RiIle Battalion must contain:
A Battalion HQ and
At least 2 to 3 Motor RiIle Companies
Up to one Tank Company
Motor Rifle Battalion HQ
This consists oI 2 Command teams:
1 Command Assault RiIle team, other Assault RiIle team in BTR80
1 2IC Assault RiIle team, other Assault RiIle team in BTR80
2 BRDM 1
1 Observer team with Laser in ACRV
HQ 100 points

Airborne Battalion
A Iorce based around a Motor RiIle Battalion must contain:
A Battalion HQ and
At least 2 to 3 Airborne Companies
Up to 2 Assault Gun Companies
Up to one Recce Company
Airborne Battalion HQ
This consists oI 2 Command teams:
1 Command Assault RiIle team, other Assault RiIle team in BMD
1 2IC Assault RiIle team, other Assault RiIle team in BMD
2 BRDM1
1 Observer team with Laser in BRDM1
HQ 100 points

Marine Battalion
A Iorce based around a Marine Battalion is the same as an Airborne Battalion except:
Assault Gun Companies are be replaced by an option Ior a Tank Company;
InIantry transports must be BTR80s and not BMDs.
Transport Helicopters may not be used
Only 1 Flight oI attack Helicopters may be used
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 19

Tank Company
Tank Battalions have priority Ior receiving the best new tanks, including the T80 and
T90, although many still use the T64 or T72. A Tank Company must consist oI:
Tank Company HQ
2 or 3 Tank Platoons
Weapons Companies available to a Tank Company are:
A Motor RiIle Platoon
An Anti-aircraIt Missile Platoon
Support platoons Ior a Tank Company are:
An Engineer Platoon
An Anti-aircraIt Platoon
An Anti-tank Platoon
A Mortar Battery
An Artillery Battalion
An Attack Helicopter Flight
You may have up to one support unit Ior each combat Platoon in the Company.

Tank Company HQ
Company command tank and up to 3 platoons oI 3 tanks each.
Cost with T64 tanks - 80 points

Tank Platoon
Platoon command tank and 1 or 2 other tanks.
Cost with 3 T64 tanks - 240 points
Cost with 2 T64 tanks - 160 points
Option: upgrade all T64s with T72M1 tank 10 points per tank
Option: upgrade all T64s with T80 tank 20 points per tank
Option: upgrade all T64s with T90 tank 30 points per tank
Option: equip all tanks with APFSDS rounds 10 points per tank
Note: All tanks in a Battalion must be upgraded iI any are, including HQ and Recce.

Motor Rifle Platoon
Every Tank Battalion includes a Motor RiIle Company. It may be deployed as a
separate Company, or one platoon attached to each tank company. Platoon consists oI
3 sections oI 2 Assault RiIle teams in BMP1; One assault riIle team is command team.
Cost with 3 BMP1 sections - 130 points
Cost with 2 BMP1 sections - 90 points
(optional) replace all BMP1 with BMP2 5 points each
(optional) replace all BMP1 with BMP3 15 points each
Note: All BMPs in Battalion must be upgraded iI any are, including HQ and Recce.

Weapons Platoons:
0-1 Anti-aircraft Missile Platoon
The Russian army is well equipped with Anti-aircraIt deIences, at both the company
and Divisional level. Each platoon has:
1 Command Assault RiIle team
2 Squads, each 1 SA14 AAGW team, BMP3
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 20
Cost at Iull strength (2 SA14) 160 points
Cost with 1 squad (1 SA14) 90 points

Divisional Support 1roops:
0-1 Engineer Platoon
A Divisional Engineer Company may be attached. It consists oI:
1 Command Assault RiIle Engineer team, 2IC Assault RiIle Engineer team in BMP1
2 Sections, each Flamethrower team and Assault RiIle Engineer team in BMP1
Cost at Iull strength 170 points
Cost with 1 section 110 points
(optional) replace all BMP1 with BMP2 5 points each
(optional) replace all BMP1 with BMP3 15 points each
Note: All BMPs must be upgraded iI any are, including HQ and Recce Company.

0-1 Anti-aircraft Platoon
The Russian army is well equipped with Anti-aircraIt deIences, and Iurther support is
available Irom Divisional. Each platoon has:
1 Command Assault RiIle team, BRDM1
2 sections, each 2 ZSU30
Cost at Iull strength (4 ZSU) 220 points
Cost with 1 section (2 ZSU) 120 points
(Option) Replace ZSU section with radar team, 2 SA13 30 points less
(Option) Replace ZSU section with 2S9 Tunguska 40 points each section

0-1 Anti-tank Platoon
The Russian army is well equipped with Anti-tank deIences. Each platoon has:
3 BRDM2 (AT5 Spandrel), one oI which is command team.
Cost with 3 BRDM2 90 points
Cost with 2 BRDM2 60 points

0-1 Mortar platoon
This consists oI up to 3 mortar teams, and 1 observer teams.
1 Command Assault RiIle team in MTLB
3 mortar sections, each 2 81mm mortar team, 2 MTLB transports
Cost with 3 mortar teams 130 points
Cost with 2 mortar teams 90 points
(Optional) upgrade all 81mm to 120mm Heavy mortars 10 points per mortar

0-1 Artillery Battery
Artillery is one oI the traditional strengths oI the Russian army, and it is well
equipped and numerous. Also, it is now selI-propelled. A Battery consists oI:
1 Command Assault RiIle team, StaII team, MTLB
2 gun sections, each 3 2S1 122mm SP guns.
Cost at Iull strength (6 2S1s) 270 points
Cost with 1 section (3 2S1s) 150 points
(Option): replace 2S1 122mm with 2S3 152mm SP guns 20 points per gun
(Option): add up to 2 supporting batteries Irom oII-board 150 points per battery

Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 21
0-1 Attack Helicopter Flight
The Russia army was one oI the Iirst to adopt the use oI the attack helicopter, and the
Mil24 Hind made a Iearsome reputation Ior itselI in AIghanistan.
2 Flights, each 2 MIL 24D Hind gunships
Cost with 4 Hinds - 480 points
Cost with 2 Hinds - 240 points
Option: replace Hinds with MIL 28 Havoc 30 points extra per gunship
NB: Hinds and Havocs are heavily armoured. Reroll successIul AA Iirepower tests.
Only one Ilight may be Iielded per Battalion.

Motor Rifle Company
Motor RiIle Companies are combined arms teams. A Motor RiIle Company contains:
A Company HQ and
At least 2 to 3 Motor RiIle Platoons
Up to one tank Platoon
Weapons Companies available to a Motor RiIle Company are:
A Light Mortar Platoon
An Anti-aircraIt Missile Platoon
Support options Ior Motor RiIle Company are same as Ior a Tank Company except:
Up to 2 Anti-tank Platoons may be chosen
You may have up to one support unit Ior each combat Platoon in the Company.

Motor Rifle Company HQ
A Company consists oI:
1 Command Assault RiIle team, 2IC Assault RiIle team in BTR80
2 30mm Auto grenade launcher teams in BTR80
Cost 100 points
(optional) add 2 AT7 teams in BTR80 - 40 points
(optional) add 3 GPMG teams in BTR80 - 60 points

2-3 Motor Rifle Platoons
A Motor RiIle Platoon consists oI:
3 sections oI 2 Assault RiIle teams in BTR80; 1 assault riIle team is command team.
Cost with 3 BTR80 sections - 110 points
Cost with 2 BTR80 sections - 80 points
(optional) replace all BMP1 with BMP2 5 points each
(optional) replace all BMP1 with BMP3 10 points each
Note: All BMPs must be upgraded iI any are, including HQ and Recce Company.
(optional) replace all BTR80 with MTLB same cost
(optional) replace all BTR80 with BMP1 5 points each
(optional) replace all BTR80 with BMP2 10 points each
(optional) replace all BTR80 with BMP3 20 points each
Note: BTRs must also be upgraded in HQ and support units at the same cost.

0-1 Tank Platoon
Every Motor RiIle Battalion includes a Tank Company. It may be deployed as a
separate Company, or a platoon attached to each Motor RiIle company. A tank
platoon consists oI 4 older tanks, one oI which is the Platoon commander:
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 22
Cost with 4 T62A tanks - 200 points
Cost with 3 T62A tanks - 150 points
Option: upgrade all T62s to T72M1 tank 20 points per tank
Option: upgrade all T62s to T64 tank 30 points per tank
Option: upgrade all T62s to T80 tank 40 points per tank
Option: upgrade all T62s to T90 tank 50 points per tank
Note: All tanks must be upgraded iI any are, including HQ and Recce Company.
Tanks may be upgraded whether deployed separately or as a single Company.

Weapons Platoons:
0-1 Anti-aircraft Missile Platoon
Same as in Tank Company but substitute BTR80 Ior BMP1 at 5 points less per BTR.

0-1 Light Mortar platoon
This consists oI 2 Vasiliek automatic mortar teams, and 1 observer team.
1 Command Assault RiIle team in MTLB
1 Observer team in BRDM2
2 mortar sections, each with 82mm automatic mortar team, MTLB transports
Cost with 2 mortar teams 80 points

Divisional Support 1roops:
0-1 Engineer Platoon
Same as in Tank Company but substitute BTR80 Ior BMP1 at 10 points less per BTR.

0-1 Anti-aircraft Platoon
Same as Tank Company.

0-1 Mortar platoon
Same as Tank Company.

0-1 Artillery Battery
Same as Tank Company but may substitute 122mm howitzer towed by MTLB Ior 2S1
SP guns at 15 points less each.

0-1 Attack Helicopter Flight
Same as Tank Company.

Airborne (Desant) Company
All units are Confident Trained. Air Mobile Companies are lightly equipped to
remain air transportable. A Iorce based on Airborne Company must contain:
A Company HQ and
At least 2 to 3 Airborne Platoons
Weapons Platoons available to an Airborne Company are:
An Anti-aircraIt Missile Platoon
An Airborne Recce Platoon
Support options Ior an Airborne Battalion are:
An Engineer Platoon (Same as in Tank Company but with BMD not BMP)
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 23
An Anti-aircraIt Platoon
Up to 2 Anti-tank Platoons
A Mortar Battery
An Artillery Battalion
Up to 2 Attack Helicopter Flights
You may have up to one support unit Ior each combat Company in the Battalion.

Airborne Company HQ
A Company consists oI:
1 Command Assault RiIle team, 2IC Assault RiIle team in BMD
2 30mm Auto grenade launcher teams in BMD
Cost 110 points
(optional) add 2 AT7 teams in BMD - 50 points

2-3 Air Mobile Platoons
A Motor RiIle Platoon consists oI:
3 sections oI 2 Assault RiIle teams in BMD; 1 assault riIle team is command team.
Cost with 3 BMD sections - 140 points
Cost with 2 BTR80 sections - 100 points
(optional) replace all BMD1 with BMD2 5 points each
(optional) replace all BMDs with 1 Mil 6 Helicopter Transport 20 points

Weapons Platoons:
0-2 Assault Gun Platoon
Each Airborne Battalion may contain up to 2 Assault Gun Companies. Assault Guns
may either be attached as platoons to each Company, or Iielded as single companies,
but not both. An Assault Gun Platoon consists oI:
3 air mobile ASU85s, one oI which is the Command vehicle.
Cost with 3 ASU85s - 90 points
Cost with 2 ASU85s - 60 points
(optional) replace all ASU85s with ASU57s 10 points less each

0-1 Anti-aircraft Missile Platoon
Airborne Divisions have extra Anti-aircraIt deIences. Each platoon has:
1 Command Assault RiIle team, Jeep
3 Squads, each 1 SA14 AAGW team, Jeep
Cost at Iull strength (3 SA14) 100 points
Cost with 1 squad (2 SA14) 70 points
(optional) replace all Jeeps with 1 Mil 6 Helicopter Transport 40 points

0-1 Airborne Recce Platoon
All teams have Recce skill. A Platoon consists oI:
4 Assault RiIle teams in Jeeps, one oI which is Command team
Cost with 4 teams - 100 points
Cost with 3 teams - 75 points
(optional) replace all BMDs with 1 Mil 6 Helicopter Transport 20 points


Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 24
Divisional Support 1roops:
0-1 Recce Company
Same as in Tank Battalion but substitute BMD Ior BMP1 at 10 points less per BMD.

0-1 Anti-aircraft Platoon
Same as Tank Battalion but may only use SA13.

0-2 Anti-tank Platoons
A Platoon consists oI:
Command team and 2 AT7 teams in 2 BMD1s
Cost with 2 teams - 70 points
(May be transported with other platoons iI helicopter transport chosen)

0-1 Mortar platoon
Same as Tank Battalion.
(May be transported with other platoons iI helicopter transport chosen)

0-1 Artillery Battery
Same as Tank Battalion but must substitute 122mm howitzer towed by BMD Ior 2S1
SP guns at 15 points less each.
(optional) replace all BMDs with 2 Mil 6 Helicopter Transports 50 points

0-2 Attack Helicopter Flight
Same as Tank Battalion. Maximum 2 Ilights, even iI more than 1 company Iielded.

Assault Gun Company
These Companies may only be Iielded as part oI Airborne Battalions. They contain:
A Company HQ and
At least 2 to 3 Assault Gun Platoons
Up to one Anti-aircraIt Missile Platoon (same as in Airborne Company)

Company HQ
An Assault Gun HQ consists oI 1 ASU85 Assault Gun; Cost - 30 points

2-3 Assault Gun Platoons
An Assault Gun Platoon consists oI:
3 air mobile ASU85s, one oI which is the Command vehicle.
Cost with 3 ASU85s - 90 points
Cost with 2 ASU85s - 60 points
(optional) replace all ASU85s with ASU57s 10 points less each
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 25
Recce Company
A Recce Company is designed to be the Iast moving spearhead oI a Tank Battalion.
Its troops are highly motivated Confident Trained. All teams except tanks in a
Recce Company have the Recce skill. A Recce Company contains:
A Company HQ and at least 2 oI:
Up to 2 Motor RiIle (Recce) Platoons
Up to 2 Armoured Recce Platoons
Weapons Companies available to a Recce Company are:
A Tank Platoon
Support options Ior Motor RiIle Company are same as Ior a Tank Company except:
An Anti-aircraIt Missile Platoon
An Anti-tank Platoon
You may have up to one support unit Ior each combat Platoon in the Company.

Recce Company HQ
All with Recce Skill. A Company consists oI:
1 Command Assault RiIle team, in BRDM2
1 Observer team with Laser in BRDM2
Cost 110 points
(optional) add 2 AT7 teams in BRDM2s - 60 points

0-2 Motor Rifle (Recce) Platoons
3 sections oI 2 Assault RiIle teams in BTR80; 1 assault riIle team is command team.
Cost with 3 BTR80 sections - 180 points
Cost with 2 BTR80 sections - 120 points
(optional) replace all BTR80 with MTLB same cost
(optional) replace all BTR80 with BMP1 5 points each
(optional) replace all BTR80 with BMP2 10 points each
(optional) replace all BTR80 with BMP3 20 points each
Note: All BTR80s must be upgraded iI any are, including HQ.

0-2 Armoured Recce Platoons
2 BRDM2s; 1 BRDM2 is command team.
Cost - 50 points
(optional) replace BRDM2s with BMRs 30 points

Marine Company
This is the same as an Airborne Company except that:
Troops must be transported in BTR80s, not BMDs
Helicopter Transport may not be chosen
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 26

Intel Briefing on the Russian Army (1990's)
Tanks and Other Fighting Vehicles
Name Points Mobility Armour Equipment and Notes
Front Side Top
Tanks Reluctant Trained
T90 110 FullTrk 18 11 3 125mm gun, AT11, AAHMG, coaxMG, Laser, Light,
NightJis, Reactive, Stabilised
T80U Kontakt 5 100 FullTrk 17 11 3 125mm gun, AT11, AAHMG, coaxMG, Laser, Light,
NightJis, Reactive, Stabilised
T72M (export) 70 FullTrk 16 7 1 125mm gun, AAHMG, coaxMG, Light, NightJis,
Spaced, Stabilised
T72BM ERA 90 FullTrk 17 10 2 125mm gun, AAHMG, coaxMG, Light, NightJis,
Reactive, Stabilised
T64 80 FullTrk 17 10 2 125mm gun, AT11, AAHMG, coaxMG, Light,
NightJis, Spaced, Stabilised
T62 50 FullTrk 12 7 1 115mm gun, AAHMG, coaxMG, NightJis, Spaced
T55 M1983 50 FullTrk 15 6 1 100mm gun, AAHMG, coaxMG, NightJis, Spaced
T55 40 FullTrk 10 6 1 100mm gun, AAHMG, coaxMG, NightJis
Infantry Fighting Vehicles as infantry
BMP1 15 Fully-Trk 3 1 1 2 Passenger AT3 73mm gun coaxMG Amphibious
BMP2 20 Fully-Trk 3 1 2 2 Passenger AT5 30mm gun coaxMG,
Amphibious, NightVis
BMP3 30 Fully-Trk 5 3 1 2 Passenger AT10, 100mm shortgun coaxMG,
Amphibious, NightVis Stabilised
BMD1 15 Fully-Trk 2 1 1 2 Passengers, AT3, 73mm gun coaxMG, NightVis
BMD2 20 Fully-Trk 2 1 1 2 Passenger AT5 30mm gun coaxMG NightVis
Stabilised
Self-prop. Artillery Reluctant Trained
2S1 122mm SP howitzer 40 Fully-Trk 1 1 1 122mm howitzer, Amphibious, NightVis
2S3 152mm SP howitzer 50 Fully-Trk 1 1 1 152mm howitzer, AAMG, Amphibious, NightVis
2S9 120mm SP gun/mortar 40 Fully-Trk 1 1 1 120mm gun-mortar, AAMG, Amphibious, NightVis
2S23 120mm SPgun/mortar 35 Half-Trk 1 1 1 120mm gun-mortar, AAMG, Amphibious, NightVis
Self-propelled Anti-tank Reluctant Trained
ASU85 30 Fully-Trk 6 3 1 85mm gun, HullMG Amphibious NightVis
ASU57 20 Fully-Trk 3 1 1 57mm gun, HullMG Amphibious
BRDM1 ATGW 20 Jeep 1 1 1 AT3, Amphibious, NightVis
BRDM2 ATGW 25 Jeep 1 1 1 HMG, coaxMG, AT5 Amphibious, NightVis
Self-propelled Anti-aircraft Reluctant Trained
ZSU23 Shilka 40 Fully-Trk 1 1 1 Quad23mm gun Amphibious, NightVis AARadar
2S9 Tunguska M1 50 Fully-Trk 1 1 1 Twin30mm gun, TwinSA13 AA missile AARadar
SA9 Gaskin 40 Wheeled 1 1 1 TwinSA9 AA missile Amphibious AARadar
SA13 Gopher 45 Fully-Trk 1 1 1 TwinSA13 AA missile AARadar NightVis
Reconnaissance Confident Trained
BRDM1 10 Jeep 1 1 1 HMG, coaxMG Amphibious, Recce
BRDM2 10 Jeep 1 1 1 1 passenger TwinMG Amphibious NightVis Recce
BMR 30 Fully-Trk 3 1 2 1 Passenger AT4, 73mm gun coaxMG,
Amphibious, Laser, NightVis Stabiliser
PT76 25 Fully-Trk 3 1 1 73mm gun coaxMG, Amphibious, Recce
Transports
Vehicle Points Mobility Front Side Top Equipment
Jeep Free Jeep - - -
BTR70 10 Half-Trk 3 2 1 2 passengers, AA HMG, Amphibious, NightVis
MTLB 10 Fully-Trk 3 2 1 2 Passengers, CoaxHMG, NightVis,WideTracks
Helicopters Reluctant Trained
Mil28 Havoc 150 Helicopter - - - 30mm gun, 2xAT6 missiles, 70mm rocket pods,
Flying Tank; NightVis, Recce
Mil24 Hind D/E Gunship 120 Helicopter - - - 20mm gun, 2xAT4 missiles, 70mm rocket pods,
Flying Tank; NightVis
Mil24 Hind D Assault
Transport
60 Helicopter - - - 2 Passengers, QuadHMG, 57mm rocket pods,
Flying Tank; NightVis
Mil 6 Hip Transport 50 Helicopter - - - 8 passengers, 57mm rocket pods, AAMG
Gyro: A vehicle fitted with a Gyro can fire its weapons at their full ROF when it moves, with the same score needed to hit the target
Laser: Any team with a Laser does not suffer a 1 penalty to hit or observe targets over 16 range
NightVis: Any team fitted with Night Vis does not have visibility affected by Night. Others must roll a die x 4 for night vision range.
Reactive: A vehicle fitted with Reactive armour gets an additional 3+ save versus any Heat weapon
Spaced: A vehicle fitted with Spaced armour gets an additional 3+ save versus any Heat or Hesh weapon
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 27

Russian Guns, Missiles and Vehicle Weapons
Weapon Points Range ROF Anti-Tank Firepower Notes
81mm mortar 20 40"/100cm - 1 3+ Mortar, Smoke
82mm auto mortar 30 40"/100cm - 1 3+ Vasiliek Mortar, Smoke, Automatic Mortar
120mm gun-mortar 30 24"/60cm 1 1 2+ Close Support Artillery, Smoke
SPG9 Recoilless Rifle 8"/60cm - 6 4+ Rocket Pod
57mm rocket pods 8"/60cm - 6 4+ Rocket Pod
MG or AA MG 16"/40cm 3 2 6 Self Defence AA if AAMG
HMG or AA HMG 16"/40cm 3 5 6+ Self Defence AA if AAHMG
SA7 24"/60cm 1 5 6+ Anti-aircraft Missile
SA9 24"/60cm 1 5 6+ Anti-aircraft Missile
SA13 24"/60cm 1 5 6+ Anti-aircraft Missile
SA14 24"/60cm 1 5 6+ Anti-aircraft Missile
40mm grenade launcher 16"/40cm 3 2 4+ Close-support Artillery
20mm gun 24"/60cm 3 6 5+ Anti-aircraft
Quad23mm gun 24"/60cm 6 6 5+ Anti-aircraft
30mm gun 24"/60cm 3 8 5+ Self-defence AA
Twin30mm gun 24"/60cm 4 8 5+ Anti-Aircraft
73mm gun 24"/60cm 1 9 4+ Heat
100mm short gun 32"/80cm 1 12 3+ Heat
100mm tank gun 32"/80cm 2 16 3+ Smoke
115mm tank gun 40"/100cm 2 17 2+ Smoke
125mm tank gun 40/100cm 2 19 2+ Smoke
125mm tank gun APFSDS 40/100cm 2 21 2+ Smoke
122mm howitzer 24"/60cm 1 10 2+ Artillery, Smoke
152mm howitzer 32"/80cm 1 12 1+ Artillery, Smoke
AT3 ATGW Sagger 32"/80cm 1 16 3+ HEAT Missile
AT4 ATGW Spigot 32"/80cm 1 17 3+ HEAT Missile
AT5 ATGW Spandrel 40"/100cm 1 18 3+ HEAT Missile
AT6 ATGW Spiral 40"/100cm 1 20 3+ HEAT Missile
AT8 ATGW Songster 40"/100cm 1 20 3+ HEAT Missile
AT10 ATGW Stabber 24"/60cm 1 20 3+ HEAT Missile
AT11 ATGW Sniper 48"/120cm 1 20 3+ HEAT Missile
Automatic Mortar: An automatic mortar team counts as two mortars firing for purposes of determining indirect fire battery size.
Infantry Teams
Team Points Range ROF Anti-Tank Firepower Notes
Assault Rifle team 15 8"/20cm 3 1 6 AK74 Assault Rifle,
firing RPG7 - 8"/20cm 1 14 5+ Rocket, HEAT
firing RPG16 +5 8"/20cm 1 18 4+ Rocket, HEAT
HMG team 15 16"/40cm 3 4 5+ DGT HMG, Self-defence AA
AT5 team 15 4"-32" 1 16 3+ HEAT warhead, Missile
Man-portable SA7 20 24"/60cm 1 (2) (4+) Heat, Missile, Anti-aircraft
Command team 10 12"/30cm 3 1 6
Observer team 10 - - - -
Air Radar team 50 - - - - Moves and fights as a gun team
Artillery Radar team 100 - - - - Moves and fights as a gun team
Staff team 5 - - - - Moves and fights as a gun team

Other Russian Supplied Armies
Many oI the countries that use Russian supplied equipment also use a similar
organisation to the Russian army, due to the practice oI supplying training and
advisers with the equipment. The most notable examples are Syria and Iraq.
Tank platoons may have the older T55, and will rarely have T80, T90 or APFSDS.
Some Tanks and AFVs are replaced by western manuIactured vehicles
Priority air support, Airborne and Marine units are not generally available
Most Russian supplied nations may chose Sporadic or Limited Air Support.
The Syrian Army is rated Confident Conscript with the same cost as Russians
Chechyn rebel units are equipped as Russian Tank, Motor RiIle or Recce
Companies, but are rated Fearless Conscript, and cost 20.
Modern FOW: US and Russian Post 1990 Army Lists
Scott Elaurant 06/12/04 28
Iraqi Army
Use organisation oI Russian Tank, Motor RiIle, and InIantry (Marine) Company;
Units are either Republican Guard: Confident Conscript, or Regular Army:
Reluctant Trained; Only Republican Guard may take upgraded equipment.
Standard tank is T55 or T62; standard AFV is Yw531; Helicopter is Gazelle
Chose vehicles, helicopters and inIantry teams Irom Iollowing table only;
Intel Briefing on the Russian Army (1990's)
Tanks and Other Fighting Vehicles
Name Points Mobility Armour Equipment and Notes
Front Side Top
Tanks Reluctant Trained
T72M (export) 70 FullTrk 16 7 1 125mm gun, AAHMG, coaxMG, Light, NightJis,
Spaced, Stabilised
T72G 80 FullTrk 17 7 2 125mm gun, AAHMG, coaxMG, Laser, Light,
NightJis, Stabilised
T62 50 FullTrk 12 7 1 115mm gun, AAHMG, coaxMG, NightJis, Spaced
T55 UA 50 FullTrk 15 8 1 100mm gun, AAHMG, coaxMG, NightJis, Spaced
T55 40 FullTrk 10 6 1 100mm gun, AAHMG, coaxMG, NightJis
T69 40 FullTrk 10 6 1 100mm gun, AAHMG, coaxMG, NightJis
Infantry Fighting Vehicles as infantry
BMP1 Ksh 15 Fully-Trk 3 1 1 2 Passenger AT3 73mm gun coaxMG Amphibious
BMP2 20 Fully-Trk 3 1 2 2 Passenger AT5 30mm gun coaxMG,
Amphibious, NightVis
Self-prop. Artillery Reluctant Trained
2S1 122mm SP howitzer 40 Fully-Trk 1 1 1 122mm howitzer, Amphibious, NightVis
2S3 152mm SP howitzer 50 Fully-Trk 1 1 1 152mm howitzer, AAMG, Amphibious, NightVis
Self-propelled Anti-tank Reluctant Trained
BRDM2 ATGW 25 Wheeled 1 1 1 HMG, coaxMG, AT5 Amphibious, NightVis
VCR/TH 25 Jeep 1 1 1 AAMG, HOT
Self-propelled Anti-aircraft Reluctant Trained
ZSU23 Shilka 40 Fully-Trk 1 1 1 Quad23mm gun Amphibious, NightVis AARadar
SA9 Gaskin 40 Wheeled 1 1 1 TwinSA9 AA missile Amphibious AARadar
SA13 Gopher 45 Fully-Trk 1 1 1 TwinSA13 AA missile AARadar NightVis
Reconnaissance Confident Trained
BRDM2 10 Jeep 1 1 1 1 passenger TwinMG Amphibious NightVis Recce
AML 90 20 Wheeled 2 1 1 90mm gun, AAMG, coaxMG, Recce
ERC 90 25 Wheeled 2 1 1 90mm gun, AAMG, coaxMG, Amphibious, Recce
Cascavel 30 Wheeled 4 1 1 90mm gun AAHMG, coaxMG, NightVis, Recce
Jararaca 15 Wheeled 2 1 1 AAHMG NightVis, Recce
PT76 25 Fully-Trk 3 1 1 73mm gun coaxMG, Amphibious, Recce
Transports
Vehicle Points Mobility Front Side Top Equipment
Jeep Free Jeep - - - I Passenger
Urutu 5 Wheeled 2 1 1 2 passengers, AA MG
YW531 5 Fully-Trk 2 1 1 2 passengers, AA HMG, Amphibious
BTR60 10 Half-Trk 3 2 1 2 passengers, AA HMG, Amphibious, NightVis
MTLB 10 Fully-Trk 3 2 1 2 Passengers, CoaxHMG, NightVis,WideTracks
Helicopters Reluctant Trained
Mil24 Hind D/E Gunship 90 Helicopter - - - 20mm gun, 2xAT4 missiles, 70mm rocket pods,
Flying Tank; NightVis
Gazelle 75 Helicopter - - - 2 x HOT or 57mm rocket pods, NightVis
Mil 6 Hip Transport 50 Helicopter - - - 8 passengers, 57mm rocket pods, AAMG
Gyro: A vehicle fitted with a Gyro can fire its weapons at their full ROF when it moves, with the same score needed to hit the target
Laser: Any team with a Laser does not suffer a 1 penalty to hit or observe targets over 16 range
NightVis: Any team fitted with Night Vis does not have visibility affected by Night. Others must roll a die x 4 for night vision range.
Spaced: A vehicle fitted with Spaced armour gets an additional 3+ save versus any Heat or Hesh weapon
Iraqi Guns, Missiles and Vehicle Weapons
Weapon Points Range ROF Anti-Tank Firepower Notes
90mm gun 32"/80cm 2 14 3+ Smoke
Milan ATGW team 25 24"/60cm 1 20 3+ Heat, Missile
InIantry teams have RPG7, not RPG19 and no 120mm and 82mm automatic mortars.

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