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Rules by the Neo Stalinist Reality Wargames Collective

 

A word of thanks is to be given to the following loyal Party members whose proper understanding of doctrine has helped to make these rules possible. They are: Comrade Matt, Comrade Dean, Comrade Stu and Comrade Tom

 

Copyright permission is given to download/copy these rules for personal use only.

 

Red Skorpion – 20mm Quick Play Rules for Russians vs Afghans

 

Turn Sequence

  1. Player A moves and attacks with any/all of his troops

  2. Player B moves and attacks with any/all of his troops

Anything shot at by a non-burst radius weapon, or attacked in melee, may response fire/attack back after being shot/attacked

Optional – Each turn an initiative throw of 1d6 is made. The player with the highest score chooses whether to be player A or B.

Movement

Pack Mule         2d6

Infantry             3d6 (Infantry can be rolled for by the group. Each trooper must be within 3" of another member of the group)

Wheeled           4d6 cross country. 4d6 x 2 on a road

Tracked             5d6

Aircraft             6d6 x 2

Attack Procedure

1. The target rolls 1d6 to determine it’s Defence Score

    If the target is armoured (relative to the weapon of the attacker) it rolls 1 extra die

    If the target is in Cover it rolls 1 extra die

    If the target is Elite it rolls 1 extra die

    If the target is a Soviet Commander, a Russian Sniper in cover, or the Mullah it        rolls 1 extra die

    If the attacker moved (except when moving in to melee) the target rolls 1 extra die

If a target qualifies to roll more than one die it must pick it’s highest roll as it’s defence score.

 

2. The attacker must equal or exceed the target’s defence score. Each attack die that does so registers 1 hit on the target.

 

3. If 3 (or more) attack dice score a 6 then a critical hit has occurred and the target is automatically destroyed

 

4. If 3 (or more) attack dice score a 1 then a critical miss has occurred and the attacker’s weapons blows up destroying him.

 

5. When attacking multiple targets in a burst radius each target rolls it’s defence score. The attacker rolls only once and compares that score to all rolls by the targets. The attacker should roll his dice first.

 

6. Weapons with a burst radius must roll to be on target. Throw 2d6, one die representing left, the other right. If the scores match or add up to 7 then the shot lands on target. If the score is 8, 9, 10 or 11 the shot is over. If the score is 6, 5, 4 or 3 the shot is under. The highest roll of the two dice is the number of inches by which the shot is under/over, whilst subtracting the lowest roll from the highest will give the distance left or right.

 

7. A weapon that cannot penetrate a target’s armour cannot effect the target.

 

Weapon Type        Attack Dice            Range    Armour Penetration    Burst Radius

Pistol                        4d6                            12"                    Soft                            -

SMG                         4d6                             24"                     Soft                          -

Rifle                          4d6 (6d6 if sniper)    36"                     Soft                          -

Rifle Grenade          4d6                             36"                     Soft                           3"

Hand Grenade        4d6                             12"                     Soft                           3"

HTH Cbt                  5d6                             1"                       N/A                          -

Assault Rifle           5d6                             36"                     Soft                           -

SAW/LMG              5d6                             36"                    Soft                           3"

Mortar                      5d6                             72"                     APC                         5" Note - Mortars have a minimum range of 12"

RPG/Bazooka          5d6                             12"                     Tank                         3" When fired against soft targets

HMG/AGS              5d6                             48"                     APC                           4"

Rocket Pod              6d6                              36"                     APC                          6"

Stinger Missile       6d6                             72"                      APC                            -

Flamethrower          6d6                             12"                     Tank                           3"

Tank Gun                6d6                             60"                     Tank                            5" When firing HE

AT Missile              6d6                             60"                     Tank                            -

 

Human Hit Table - A human that is reduced to 0 attack and/or movement dice is destroyed.

1 hit = Flesh Wound. Lose 1 attack die and 1 movement die.

2 hits = Wound. Lose 2 attack dice and 2 movement dice.

3+ hits = Dead

 

Vehicle Hit Table - A vehicle reduced to 0 attack (on it’s primary weapon) and/or movement dice is destroyed.

1 hit = Glancing Hit. Lose 1 attack die and 1 movement die.

2 hits = Heavy Hit. Lose 2 attack dice and 2 movement dice.

3+ hits = Destroyed

 

A destroyed aircraft rolls 1d6:

2, 4 or 6 = Crash land and explode doing 6d6 with a 6" blast radius

1, 3 or 5 = Explode in mid air

 

A destroyed vehicle rolls 1d6:

2, 4 or 6 = Explode doing 4d6 with a 4" blast radius

1, 3 or 5 = Reduced to a smouldering ruin

Special Rules

1. The Mullah: Afghans within a 12" radius of the Mullah are treated as Elite due to his preaching of Islamic Jihad.

 

2. Afghans in cover do not have to be placed on the table until they open fire, or until a Russian comes within 12" of their position.

 

3. When the Islamic suicide bomber explodes he does 5d6 damage with a 4" blast radius.

 

4. The Hind has APC armour. It can make up to 4 AT missile attacks, 4 Rocket Pod attacks and 4 "HMG" attacks. It can carry 8 men.

 

5. Roll for occupants of a destroyed APC:

    1 or 6 = thrown clear 1d6 inches

    3 = survives with a wound

    2, 4 or 5 = dead

 

6. Running over infantry: The infantry and the vehicle both roll 1d6. If the vehicle outscores the infantry it has hit and killed them. If not they survive. The infantry’s score if modified by –1 if flesh wounded and –2 if wounded.

 

7. Ramming other vehicles: Attack with 4d6. For each armour class higher than the target the attacker adds 1d6.

 

8. Soviet troops must remain with a 12" radius of a commander to count as controlled

Uncontrolled Soviets must roll 1d6:

    5 – 6 Do as player wishes

    3 – 4 Repeat the actions of the previous turn, if unable to do so then retreat (halt if in cover)

    1 – 2 Retreat (desert) towards the nearest table edge and, if possible, escape off it.