Miniatures
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
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
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
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
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
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.