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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 – Skirmish Rules for Russians vs Afghans

 

Turn Sequence

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

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

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

Movement

Pack Mule   1d6”

Cavalry        3d6"

Infantry        2d6” (Infantry can be rolled for by the group)

Wheeled       3d6” cross country     3d6”x2 on a road

Tracked       4d6”

Aircraft        4d6”x2

 

 

Attack Procedure – For Shooting or Melee

1. The attacker nominates the target of his attack

 

2. The target then rolls 2d6 to determine it’s Defence Score

If the target is wearing body armour it rolls 1 extra die

If the target has APC armour it rolls 1 extra die

If the target has AFV armour it rolls 2 extra dice

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 Commander, a Sniper in cover, or a Mullah it rolls 1 extra die

If the target moved it rolls 1 extra die

The target’s highest throw is it’s Defence Score. All other dice are discarded.

 

3. The attacker then throws his attack dice. Each die that is equal to, or greater than, the targets defence score registers 1 hit on the target.

 

Weapon Type

Attack Dice

Range in Inches

Penetration

Notes

Pistol

3d6

10

Soft

 

SMG

3d6

15

Soft

 

Rifle

3d6

20

Soft

 

Rifle Grenade

3d6

20

Soft

3” burst diameter

Hand Grenade

3d6

10

Soft

3” burst diameter

Assault Rifle

4d6

20

Soft

 

Sniper Rifle

4d6

24

Soft

 

SAW/LMG

4d6

20

Soft

Optional 3” burst diameter

Mortar

4d6

10 to 50

APC

4” burst diameter. Cannot move and fire in the same turn

RPG/Bazooka

4d6

10

Tank

2” burst diameter when fired at soft targets

HMG/AGS

4d6

30

Soft

Optional 4” burst diameter. Can penetrate APC armour at 15” or less

Rocket Pod

5d6

30

APC

6” burst diameter

AA Missile

5d6

40

APC

 

Flamethrower

5d6

10

Tank

 

Tank Gun

5d6

40

Tank

5” burst diameter when against soft targets

AT Missile

5d6

40

Tank

 

An attacker loses 1 attack die if moving and firing

 

4. Weapons with a burst diameter must roll to be on target. Once on target (providing that the firer does not move) a roll does not need to be made to fire again at the same position on second (and subsequent) consecutive turns.

Throw 2d6, one die representing left the other right. If a double is rolled, or the   

scores add up to 7 then the shot lands on target.

If the shot is not on target and the score is 8, 9, 10 or 11 then it has missed and is 

over.

If the shot is not on target and the score is  6, 5, 4 or 3 then it has missed and is 

under.

The lowest (highest if the weapon is a mortar or rocket pod) 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.

 

5. When attacking multiple targets in a burst diameter 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. A weapon that cannot penetrate a target’s armour cannot affect the target. There are three armour classes: Soft, APC and Tank

 

Melee

In a melee both figures roll 4d6 attack dice, scoring hits on a 6. Hits cancel each other out (parries), therefore only if a figure scores more hits than it’s opponent will any damage be inflicted.

1 hit        = target wounded

2+ hits    = target killed

A wounded figure loses 1 attack die. An elite figure gains 1 attack die.

 

Human Hit Table:

1 hit = Duck Back! The target must immediately retreat to or towards cover. If already in cover the target can hold it’s ground and take a wound or retreat (player’s choice) If no cover is available then the target just retreats away

 

2 hits = Wounded. The target loses 1 die from both it’s movement and attack dice. Two wounds = Dead

 

3+ hits = Dead

 

Vehicle Hit Table:

Regardless of how many hits are registered on an armoured vehicle in a single attack, roll only once on this table. All other targets roll once for each hit.

Score

Hit Type

Effect

Secondary Effect – roll on 1d6

2

Critical

Vehicle Destroyed

N/a

3

Primary Weapon

Weapon Destroyed

6 = ammo ignited vehicle destroyed

4

Secondary Weapon

Weapon Destroyed

N/a

5

Turret Jammed

Primary weapon jammed in current firing position

N/a

6

Passenger

1d6 passengers (if carried) are killed, if not change to crew stunned

7

Crew Stunned

Vehicle cannot move/fire until the crew roll an even number to recover from the hit

6 = armour cracked

8

Mobility

Vehicle loses 2 movement dice

N/a

9

Sensors & Targeting

Vehicle loses 2 attack dice

N/a

10

Armoured Cracked

Vehicle loses 2 defence score dice

5 – 6 = crew are stunned

11

Power Plant

Vehicle cannot move

5 – 6 = vehicle explodes

12

Critical

Vehicle Destroyed

N/a

Re-roll any result that cannot be applied

 

A destroyed aircraft rolls 1d6:

2, 4 or 6 = Crash land and explode doing 4d6 with a 6” blast diameter

1, 3 or 5 = Explode in mid air

 

A destroyed vehicle rolls 1d6:

2, 4 or 6 = Explode doing 4d6 with a 4” blast diameter

1, 3 or 5 = Reduced to a smouldering ruin

 

 

Special Rules

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

 

2. The Warlord: Afghans within a 6” radius of a Warlord are treated as Elite due to leadership

 

3. Stationary 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.

 

4. When an Islamic suicide bomber explodes he does 4d6 damage with a 4” blast diameter.

 

5. A 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. It may attack with one weapon system per turn.

 

6. Tanks (and other AFVs) may fire their primary and secondary weapons in the same turn.

 

7. In scenarios involving capturing opponents (rather than killing them) a wound in a melee result can be converted into knocked out instead and a killed result converted into knocked out with a wound. A knocked out figure must throw an even number to recover. Stun grenades and CS gas also use this system.

 

8. Roll for occupants of a destroyed APC:

        1 or 6 = thrown clear 1d6 inches

        3 = survives with a wound

        2, 4 or 5 = dead

 

9. 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 –2 if wounded.

 

10. Ramming other vehicles - Add together the movement dice for the rammer and its target, each then rolls that many attack dice. Each score of a 6 is a hit. For each armour class higher than the target the attacker adds 1d6. Roll on the vehicle hit table for each hit scored.

 

11. Shoulder launched weapons do not have reloads unless the figure with the weapon (or an assistant) is depicted as carrying some

 

12. 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.

 

13. This system can easily be converted into other theatres, such as Iraq. Treat Americans and their allies as Russians and the Iraqis as Afghans. Al Qaeda and Arab “freedom fighters” are elite.