THREAT. Developed by: Gary Mills Mike Norris. Version 1.0

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1 THREAT THREAT is a modern-era miniatures wargaming ruleset that was designed to be a fast-moving fluid game of modern tactical ground combat using 1/285 scale miniatures. Developed by: Gary Mills Mike Norris Version 1.0 1

2 THREAT Method of Play Complete Rules SUMMARY: THREAT is a very realistic simulation of the deadly modern battlefield. Combat is simultaneous, for this reason a referee is recommended to direct resolution of the firing and resolve line of sight (LOS) problems. Each miniature represents a one-for-one ratio of personnel and equipment. Aircraft may represent multiples of aircraft of similar type. GAME MASTER/UMPIRE: HIGHLY RECOMMENDED NUMBER OF PLAYERS: ANY NUMBER(DEPENDS ON SIZE OF FORCES AND PLAYING AREA) STARTING PLAY: First, a scenario must be chosen. This could be any of the following; Meeting engagement (1:1) Hasty attack vs. hasty defense (3:1) Hasty attack vs. deliberate defense (3+:1) Deliberate attack vs. deliberate defense (6:1) Delaying action (1:2+) The ratios are merely indicators of approximately the balance of forces in the scenario. Second, each side must plan their attack or defense. A map of the area to be played would be handy for the planning. Orders to any subordinates (if any) should be passed out and planned routes and timing should be discussed with the umpire as well. The defender (if any) sets up first. If the gamemaster agrees, the defender may use hidden setup and not place the miniatures on the board until they move, fire or are spotted. This is not recommended for beginners. GAME TURN: 1 MINUTE/MULTIPLE OF MINUTES (I.E. 5/MINUTES) SCALE: ANY SCALE MEASURED IN METERS (SUGGEST 12 =1KM OR 20 =1KM) TURN SEQUENCE: MORALE RECOVERY PHASE ARTILLERY/AIR PHASE SIMULTANEOUS MOVE/FIRE PHASE MOVEMENT: Movement Table SPEED MOVE/TURN SPEED (KPH) 12IN=1KM= 20IN (MPH)

3 ACQUISITION TABLE The following tables assume that the observer is stationary using binoculars. Any other factors are considered modifications. (AQ) means automatic acquisition or 0%. Use 0 as a base if modifications are needed. The open/concealed conditions are the status of the target being observed (i.e. what the target is doing). VEHICLES CONCEALED CONCEALED MOVING AQ AQ CONCEALED FIRING CONCEALED MOVE/FIRE AQ AQ AQ OPEN AQ OPEN MOVING AQ AQ AQ OPEN FIRING AQ AQ OPEN MOVE/FIRE AQ AQ AQ INFANTRY CONCEALED OS OS CONCEALED MOVING CONCEALED FIRING CONCEALED MOVE/FIRE AQ OPEN AQ AQ OPEN MOVING AQ AQ AQ OPEN FIRING AQ AQ AQ AQ OPEN MOVE/FIRE AQ AQ AQ AQ AQ MODIFICATIONS TO ACQUISITION MISSILE BACKBLAST + ATTACK HELICOPTERS +30 FORWARD OBSERVERS + AT NIGHT, FIRING +20 HIGH POWER OPTICS AUTOMATIC TRACER FIRE AQ (i.e. ATGM SIGHTS) +20 AERIAL OBSERVERS + STATIONARY BUTTONED UP OH-58D OBSERVERS +40 (FRONT/SIDE/REAR) -15/-25/-35 MOVING THERMAL OPTICS** (NOT BUTTONED UP) - (BUTTONED UP TO USE) +20 (BUTTONED UP) -15*** SMOKE* WP/HE - DUST: SINGLE VEHICLE + SPOTTING: HELICOPTERS FORMATION +30 HOVERING -20 MOVING +20 FIXED WING +40 * Thermals negate some penalties but not WP of HE. ** Negates buttoned up penalty if target is in front of observing vehicles turret. *** Added to front/side/rear buttoned up penalty if moving If using thermals the moving penalty does not apply (from the front only). 3

4 CLOSE COMBAT TABLE PROCEDURE: Add up all the Combat Power Values for both attacker and defender, then convert that number to a ratio. The attacker rolls on the Combat Chart to get a percentage equal to or less than the number indicated by the ratio on the chart. EXAMPLE: The defender is a fire team (4 men) dug in with an LMG in support. The attacker is a platoon (30+ men) with 4 LMGs and mortars in support. The defender s value is 4 (Fireteam = 1, LMG = 1, dug in = X2) The attacker s value is 14 (3 squads (or 6 fireteams) = 6, 4 LMGs = 4, mortar battery = 4) The ratio is 3.5:1 (round down in the defender s favor 3:1) Look at the chart for attacker 3, defender 1. The cross-referenced number is the roll needed by the attacker to win the close combat. In the case of the close combat above the attacker must roll a % or less on the percentage to win. If the attacker wins, the defender looses 3 figures of his choice (i.e. 3 fire team members [75%of its strength] or 2 figures from the LMG and 1 from the fire team). The attacker loses 1 figure (his choice). The attacker occupies the defender s position, and the defender falls back 3 inches (breaks contact) and must make a morale roll at its current strength. If in the combat above the attacker loses the battle, then the attacker loses 3 figures, the defender loses 1, and the attacker must fall back and take a morale roll. If he passes, the attacker may attack again on the next turn. If the odds are 6:1 or greater in the attacker s favor, the attacker incurs no loss. If the odds are 1:4 or greater in the defender s favor, the defender incurs no loss. COMBAT CHART DEFENDER ATTACKER 1: : : : : : COMBAT POWER VALUES (CPV) DAY NIGHT FIRE TEAM (2-4 MEN) LMG HMG APC W/MG TANK FLAME WEAPON ENGINEER TEAM CEV MICV MORTARS (1 OR 2 TUBES) (3 TO 6 TUBES) (7 OR MORE TUBES) ARTY BTRY DEFENDER MULTIPLIERS LT. COVER (PRONE1NOT DUG-IN) CPV X 1.5 DUG-IN OR IN BUILDINGS CPV X 2.0 IN RUBBLE! ROUGH TERRAIN CPV X 2.5 ATTACKER MULTIPLIERS (ONLY I APPLIES) IF THE DEFENDER IS SURPRISED CPV X 1.5 IF THE ATTACK IS ON THE FLANK CPV X 2.0 IF THE ATTACK IS ON THE REAR CPV X 2.5 NOTE: IF THE DEFENDER IS NOT SUPPRESSED PRIOR TO THE CLOSE COMBAT AND HAS LOS TO THE ATTACKER, THE DEFENDER CAN FIRE AT THE ATTACKER BEFORE HE CAN CLOSE TO CONDUCT CLOSE COMBAT. THE CPV'S ARE ONLY ASSESSED AFTER CLOSING (THINK OF IT AS HAND TO HAND OR POINT BLANK RANGE). THIS METHOD IS A WAY FOR INFANTRY TO CLOSE ASSAULT SLOW- MOVING OR STATIONARY TANKS AND OTHER VEHICLES. 4

5 DIRECT FIRE ON INFANTRY PERCENT CHANCE TO KILL/SUPPRESS BY SECTION (STAND) Attacks on infantry: procedure as follows: 1. Roll for a hit on the Direct Fire Tables. (EXCEPT: Sniper, 5.56rnrn, 7.62mm and APERS). If these weapons are used, proceed directly to the table below. 2. If a hit is obtained, then proceed to the tables below. Resolve the attack. DUG-IN DUG-IN W/O HEAD IN W/O OR IN IN IN IN OPEN LT. COVER O HEAD BUILDING BUNKER RUBBLE SNIPER / 60/ /60 40/ 30/40 20/ mm 40/ 20/40 /30 05/ /05 / mm 46/58 24/48 16/38 /20 05/15 05/ 12.7mm /60 30/55 19/40 15/25 12/18 / mm /60 29/ 19/ /20 12/18 20mm 60/ 30/ 21/42 21/33 17/24 15/20 23/25mm / 35/55 25/55 23/45 20/25 18/22 30mm 75/85 38/60 28/49 25/ 20/ mm 78/85 40/64 30/ 28/55 25/35 22/30 DIRECT FIRE FROM TANKS AND ARTILLERY HE / 40/60 30/ 25/40 25/40 20/25 HEAT 18/30 20/40 25/45 30/ 40/60 15/20 HEP /20 05/25 /30 /60 /60 /20 APERS /85 60/75 /15 /20 W/P 20/ 15/ 25/ 30/45 15/60 25/60 INCENDIARY 20/60 15/60 25/60 30/35 15/ 25/ FLAME WPNS K K K /75 /75 K NOTE: If unit is suppressed, the unit must roll for morale. If morale fails, observe the following results: 1. The unit suppressed must break contact and withdraw. This is considered a voluntary withdrawal and no other morale problems are involved (i.e. shaken, disordered, or rout). 2. The overall command that the suppressed unit belongs to does not have to roll for morale until its effective strength drops below 40%. 3. Unit withdrawing must withdraw to a safer location (i.e. get some hard cover between that unit and the enemy). In some cases that may not mean actual movement, just a strong desire to avoid exposing itself. For Example: A unit dug in with overhead cover is suppressed by a 7.62mm MG. The unit rolls for morale and fails. It must withdraw. However, the withdrawal would expose the unit to even more dangerous fire. Therefore, they do not physically move out of their protection, they merely crouch down and refuse to expose themselves to the fire. (Unit will not fire while being suppressed.) If the unit could withdraw, then it must. 5

6 MORALE TABLE A morale check is performed when the following occur: 1. If vehicle or infantry stand is suppressed 2. When close combat is lost 3. If a routed friendly unit comes in sight 4. If a unit is below 40% in strength THE MORALE CHECK IS MADE BY ROLLING A TEN-SIDED DIE, MODIFYING THE DIE ROLL AND IMMEDIATELY APPLYING THE RESULTS. MODIFIERS FOR MORALE CHECK NATO UNIT +2 WARSAW PACT UNIT +3 ISRAELI UNIT +2 OFF. IN HASTY POSITIONS +1 DEF. IN PNEPAREO POSITIONS +2 OFF. IN FORTIFICATIONS +5 SHAKEN -2 DISORDERED -4 ROUTED -6 NEXT HIGHER CMD WITH UNIT +2 UNIT IS SURPRISED -2 UNIT STRENGTH <71% -2 UNIT STRENGTH <% -3 UNIT STRENGTH <30% -4 MORALE CHECK RESULTS 7 to UNIT STANDS FAST 4 to 6 UNIT WITHDRAWS FROM CONTACT SHAKEN 1 to 3 UN1T WITHDRAWS FROM CONTACT DISORDERED 0 or Less UNIT ROUTS, LEAVES BATTLE AT HIGHEST MOVEMENT RATE WITHDRAWING FROM CONTACT MEANS GETTING OUT OF THE LINE OF FIRE AND TAKING COVER. IF THE ENEMY IS NOT PHYSICALLY IN YOUR POSITION (i.e. OVERRUNNING) WITHDRAWING AND TAKING COVER COULD MEAN JUST "DUCKING FIRE." THIS MEANS NO FIRING / CLOSING WITH THE ENEMY. ANY MOVEMENT MUST BE AWAY FROM CONTACT. SHAKEN: DISORDERED: ROUTED: SURRENDER: UNITS RECOVER BY PASSING MORALE ROLL AND THEN WINNING A COMBAT AGAINST THE ENEMY. UNITS REDUCE TO SHAKEN BY A HIGHER COMMANDER RALLYING THE UNIT WITH HIS PRESENCE. UNIT MUST PASS ANOTHER MORALE ROLL. UNITS MUST BE RALLIED BY THE SENIOR OFFICER PRESENT ON THE BOARD ln THE SCENARIO. UNIT MUST PASS MORALE ROLL. IF A UNIT ROUTS BUT CANNOT RETREAT WITHOUT INCREASING ITS CHANCE OF CASUALTIES OR IS SURROUNDED, THEN THE UNIT SURRENDERS. COMMAND AND CONTROL Command and control rolls are made when a commander wishes to communicate with another commander of when a commander or FO wishes to call an artillery unit. (His wish may not be granted.) BASE % TABLE COUNTRY UNIT STRENGTH 0% 75% % 25% NATO PACT ISRAEL ARAB MODIFIERS TO BASE % PER HQ UNIT PER ECM UNIT UNIT LOST SHAKEN JAMMER DlSORD UNDER FIRE Failure to pass command and control means no messages got through on this turn. (Try again later.) RADIO NETS TARGETED PER ECM SITE ECM TABLE TIME COMMAND ARTY FAC LOG 1 to 1 min to min to 15 min to 30 min PROCEDURE: Each ECM source vehicle can work at finding 1 communication net. Once found action can be taken to jam the net. The effect is shown on the Command and Control table as a modifier. 6

7 MISCELLANEOUS TABLES PROCEDURE: If there are no preregistered targets on the board, use the artillery registration table below. If there are preregistered targets, then ignore the following tables. ARTILLERY REGISTRATION SCATTER TABLE 1. FIRE REGISTRATION ROUND FIRST ROLL SECOND ROLL 2. CONSULT SCATTER TABLE 1 North 1 meters 3. ADJUST ROUND OR FIRE FOR EFFECT 2 Northeast 2 0 meters 3 East 3 1 meters MODIFIERS TO 1ST DIE ROLL 4 Southeast meters 5 South 5 2 meters US USING TACFIRE +5 6 Southwest meters BRITISH +3 7 West 7 3 meters GERMAN +4 8 Northwest meters RESERVES, NATIONAL OR 9 ON TARGET 9 4 meters TERRITORIAL GUARD 0 ON TARGET 0 meters US NOT USING TACFIRE +3 USING NON-FO TO CALL/ADJUST -1 USING DESIGNATED FIST VEHICLE +1 MINEFIELDS PERCENTAGE CHANCE TO KILL/DAMAGE PROTECTIVE: HASTY 40/ DELIBERATE 60/ POINT / TACTICAL: (artillery delivered) 5min TO FULL EFFECT, % per TURN, % MAX MRL/AIRCRAFT DELIVERED: 40/ FLAME WEAPONS RANGE WEAPON M BACKPACK DELAYS BEFORE RESPONDING TO OBSERVED TARGETS TO THE FRONT: 05 SECONDS TO THE FLANK: SECONDS TO THE REAR: 15 SECON TARGET WEAPONS EFFECT TABLE - FIXED WING LASER/TV 20/23MB 30MB UNGUIDED GUIDED CLUSTER GUIDED ROCKET CANNON CANNON IRON BOMBS IRON BOMBS BOMBS MISSILES SALVOES FIRE FIRE MB-TANK or INF dug-in w/overhead cover 20/30 25/35 65/ /56 05/23 /60 LT-TANK or INF dug-in w/o overhead cover 20/35 25/40 / 82 29/60 /25 55/ MICV/APC/RECON 25/35 30/40 / 52 30/60 60/ 65/ SOFT SKIN VEH 30/40 35/45 75/ 82 35/65 60/ / OPEN PERSONNEL 35/45 40/ / 82 40/ / 75/85 OPFOR RATES OF FIRE BLUFOR 115mm/125mm 1 ROUND / 15 SECONDS ON NEW TARGET 1 ROUND / 7 SECONDS ON SAME TARGET 0mm 1 ROUND / 8 SECONDS 73mm/ 76mm 1 ROUND / SECONDS ON NEW TARGET 1 ROUND / 5 SECONDS ON SAME TARGET BURST FIRE 1 BURST / 5 SECONDS FOR MG <12.7mm 1 BURST / 8 SECONDS FOR 12.7mm and 14.5mm 1 BURST / SECONDS FOR CANNON 23/30mm 120mm 5mm 76mm/ mm BURST FIRE 1 ROUND / SECONDS ON NEW TARGET 1 ROUND / 7 SECONDS ON SAME TARGET 1 ROUND / 7 SECONDS ON NEW TARGET 1 ROUND / 5 SECONDS ON NEW TARGET 1 ROUND / 5 SECONDS ON NEW TARGET 1 ROUND / 5 SECONDS ON SAME TARGET 1 BURST / 5 SECONDS FOR MG <. cal 1 BURST / 8 SECONDS FOR. cal 1 BURST / SECONDS FOR 20/40mm 7

8 DIRECT FIRE - BLUFOR ph PERCENTAGE CHANCE TO HIT RANGE (METERS) WEAPON SYSTEM: mm APFSDS (RhMtl) mm HEAT (RhMtl) mm APFSDS (EXP 32M1) mm HESH (EXP 32M1) mm APDS-T (L11A5) mm HESH (L11A5) mm APDS (L7) mm HEAT (L7) mm HEP (L7) mm APFSDS (F1) MH HE (F1) mm HEAT (AMX-RC) mm HEP mm HEAT (M41) mm HEP mm HEAT (FI) mm APHE mm HK-19 AGL mm12 APDS (Gepard) mm APHE (Rarden) HM APHE (Apache) mm12 APHE (AMX-13) mm APHE (Bushmaster) mm APHE (Oerlikon) mm AP (Rh202 Marder) mm APHE (Vulcan) mm AP-T (F2 COAX) mm (M2) in. ROCKETS mm How HEAT (M2) mm How HE (M198) mm RR HEAT mm RR HEP mm RR HEAT mm M72A2 LAW 11 mm LAW mm PZF-44-l mm Strim, Luchaire mm HEAT RR Carl Gustav mm HE/SMK Carl Gustav M203/M AT AT SS (6000m) DRAGON ENTAC MILAN TOW II (37m) HOT SWINGFIRE SWINGFIRE (dismounted) HELLFIRE (6000m) MODIFIERS TO HIT HELICOPTERS AT TREE LEVEL -20 TARGET TOP (vertical angle) +20 TARGET HULL DOWN (TANK) -30 TARGET HULL DOWN (ATGM) - ATGM CONTROLLER SUPPRESSED BY FIRE PROTECTED -20 NOT PROTECTED -40 2nd / 3rd ROUND AT SAME TARGET: < 00m to 2000m +20 > 2000m +30 INDIRECT FIRE W/APACHE 30mm: MOVING TGT - STATIONARY TGT -20 TARGET FLANK EXP0SED + TARGET MOVING (across front) - FIRER MOVING (UNDER 15mph w/stab) - FIRER MOVING (OVER 15mph w/o STAB -30 FIRER SUPPRESSED / VEHICLE HIT -20 TARGET TURRET DOWN -60 M1A1 PENALTY (OVER 40 MPH) W/O STAB IGNORE OTHER MOVING PENALTIES IF TARGET IS HIT BUT NOT KILLED, TARGET IS SUPPRESSED TARGET MUST ROLL FOR M0RALE FAILURE MEANS BREAK CONTACT. (IF P0SSIBLE, i.e. NOT DUG-IN AND WITHDRAW, POP SMOKE, TAKE COVER) 8

9 DIRECT FIRE - BLUFOR pk PERCENTAGE CHANCE TO KILL ARMOR CATEGORY: T54/55 AMV T-64 T54/55 BMD SOFT WEAPON TYPE: T- T-72 T-62 BMP BTR BRDM TARGETS 120mm APFSDS K K K 120mm HEAT K K K K 120mm HESH K K K K 120mm APDS-T K K K 5mm APDS K K K 5mm HEAT K K K K 5mm HEP K K K K 5mm APFSDS K K K 5mm HE K K K 165mm HEP 05 K K K K K mm HEAT 03 K K K K mm HEP K K K K 76mm APHE 15 K 40mm HE 35mm APDS K 30mm APHE K 25mm APHE 05 K 2Omm AP K 20mm APHE K 20mm AP-T K 12.7mm K 2.75 in. ROCKETS K K K 5mm HOW HEAT K K 155mm HOW HE K K K K 6mm RN HEAT K 6mm RN HEP K K K K mm RN HEAT 03 K K K K 66mm LAW mm LAW- 04 K K K K AT K K K K AT-S K K K K 81mm PZF K K 89mm Strim K K K K 84mm Carl Gustav HEAT K K K K 84mm Carl Gustav HE K K 40mm M203/M SS K K K K DRAGON K K K K ENTAC K K K K MILAN K K K K TOW II K K K K HOT K K K K SWINGFIRE K K K K HELLFIRE K K K K K MODIFIERS TO KILL TARGET FLANK OR REAR: ARMOR CATEGORY: 2, except from heat weapons , from the rear only TARGET TOP (vertical angle) +20 ATGM FLIGHT TIME-TO-TARGET M0BILITY KILL FROM THE FRONT +05 FROM THE SIDE: +15 IF THE KILL DIE R0LL WAS +05/+15 ABOVE THAT NEEDED FOR A KILL THEN THE TARGET HAS BEEN HIT IN THE SUSPENSION AND IS IMMOBILE GUIDANCE CMD LINK AT SACLOS WIRE AT SACLOS WIRE SS SACLOS WIRE DRAGON 11 SACLOS WIRE ENTAC SACLOS WIRE MILAN SACLOS WIRE TOW II SACLOS WIRE HOT SACLOS WIRE SWINGFIRE MANLOS WIRE HELLFIRE SUPERSONIC- LBR FIRE/FORGET 9

10 INDIRECT FIRE - BLUFOR PERCENTAGE TO KILL/DAMAGE TARGET TYPE: ALL OTHER MBT AND INFANTRY TRUCKS T- INFANTRY ALL OTHER DUG IN W/O TOWED GUNS T-72 DUG IN W/ BMD APC AND OVERHEAD INFANTRY MORTARS T-64 O'HEAD CVR BMP RECON VEH COVER SP HOW IN OPEN 60mm NEPD / / / 05/07 / 20/30 HEVT /15 30/40 81mm HEPD /05 /08 / 03/15 /15 03/ 20/30 HEVT 15/20 35/45 7mm HEPD /08 /05 /15 15/20 15/20 08/ 25/35 HEVT 20/25 40/ WP 02/ 02/12 04/ 04/ 25/40 04/ / 120mm HEPD 02/15 02/20 /20 /25 15/25 /20 30/40 HEVT 25/30 45/55 WP 02/ 02/12 04/ 04/ 25/40 04/ / MISSILE/MULTIPLE ROCKET SYSTEMS 1mm LARS HE 20/35 20/40 20/40 35/45 35/45 35/45 45/ INCENDIARY 02/ 02/ 02/15 05/20 /35 05/20 20/ 762mm Honest John HE 30/ 35/60 35/60 35/65 45/65 35/60 / MLRS HE 40/ / / / K / K HOWITZERS AND GUNS 5mm M2 HEPD /20 15/20 20/25 20/30 /25 15/25 30/40 HEVI 30/35 40/ 5mm Abbot HEPD 20/40 30/40 40/ 40/ 20/ 30/ 60/ HEVT 60/ / 155mm FH HEPD /23 15/25 25/30 25/35 30/40 25/35 45/55 HEVT 35/40 55/85 155mm M198 HEPD /20 15/20 25/30 25/35 30/40 25/35 45/55 HEVT 35/40 55/65 DPICM 20/40 20/40 30/35 35/40 35/40 30/35 35/40 155mm GCT HEPD /20 15/20 25/30 25/35 30/40 25/35 45/55 HEVT 35/40 55/85 WP 02/ 02/ 02/15 05/20 /35 05/20 20/ 155mm M9 HEPD /20 15/20 25/30 25/35 30/40 25/35 45/55 HEVT 35/40 55/65 WP 02/ 02/ 02/15 05/20 /35 05/20 20/ DPICM 20/40 20/40 30/35 35/40 35/40 30/35 35/40 175mm M7 HEPD /20 15/23 20/30 25/38 25/40 25/40 20/35 HEVT /25 30/40 8 in M1 HEPD /25 15/25 20/35 25/40 30/40 25/40 20/40 HEVT 15/30 30/45 DPICM 25/45 25/45 35/40 40/45 40/45 35/40 40/45 WP 02/ 02/ 02/15 05/20 /35 05/20 20/ MODIFIERS TO INDIRECT FIRE MOVING TARGET -05 VEHICLES IN TREES - * FOR EACH MINUTE OF CONTINUOUS FIRE INFANTRY IN BUILDINGS - VEHICLES ON REAR SIDE OF BUILDINGS -05 * INCENDIARY/WP DAMAGE IS ROLLED EVERY 15 SECONDS (ADD +05 TO ROLL EACH MINUTE) * EXCEPT FROM MORTARS Note: The MIAI and the M2/M3 have been shown in testing to be more vulnerable than the older tanks such as the M60 series. The armor that protects it so well against HEAT rounds seems to shatter under heavy artillery fire.

11 AIR DEFENSE - BLUFOR PROCEDURE: If an aircraft comes within range and altitude of a missile system, the defender rolls to acquire a target lock on the aircraft (note the modifications below). If the target lock is successful then the defender must decide to fire the missile. NOTE: target lock only applies to missiles, not guns. Guns may fire if they see the target. If the defender wishes to fire, then he rolls on the to hit column. If successful, he rolls on the next column and so on until the aircraft is either destroyed, damaged or undamaged. Notice that it is very difficult to acquire a very low flying aircraft with missiles. The idea is to drive the aircraft up in altitude with gunfire where the missiles have better chance to hit the aircraft. An exception is the blowpipe missile it requires no target lock. The gunner controls the missile by a joystick which radios instructions to the MISSILE. TARGET TO TO TO EFFECTIVE RANGE (KM) NATO: LOCK HIT DESTROY DAMAGE ALTITUDE MAX/MIN GUIDANCE ROLAND A/C VERY LOW 6.5 RADAR RAPIER HELO TO HIGH OPTICAL HAWK II A/C MEDIUM 20 RADAR HELO TO HIGH REDEYE A/C VERY LOW 3 IR HELO TO MEDIUM BLOWPIPE A/C VERY LOW 3 OPTICAL/ HELO TO MEDIUM RADIO STINGER A/C VERY LOW 4 COOLED IR HELO TO MEDIUM CHAPARRAL A/C LOW TO 4 COOLED IR HELO MEDIUM VULCAN A/C NOE TO 1.2 OPTICAL/ GEPARD HELO MEDIUM RADAR 25mm TO A/C NOE TO 2 OPTICAL 40mm HELO MEDIUM SMALL A/C ** NOE TO.5 OPTICAL ARMS HELO ** LOW **PER WPNS FIRING ADD 05% TO CHANCE OF HIT 12.7mm A/C ** NOE TO 1.5 OPTICAL HELO ** MEDIUM **PER WPNS FIRING ADD % TO CHANCE OF HIT MODIFIERS ALTITUDE ELECTRONIC WARFARE MODIFICATION MODIFICATION TO MODIFICATIONS TO MODIFICATION TO DESTROY / TARGET LOCK ROLL MISSLE LOCK TO HIT DAMAGE ROLL NOE (nap of earth) - - TO RADAR -05 TO IR -20 FOR A- VERY LOW (treetop) TO IR (infrared) FROM FLARES - FOR HIND LOW (-0m) 0-05 TO RADAR -15 FOR AH-64 MEDIUM (0-2000m) +05 FROM CHAFF OR BLACKHAWK HIGH (above 2000m) + 11

12 DIRECT FIRE OPFOR ph PERCENTAGE CHANCE TO HIT RANGE SCALE (METERS) WEAPON TYPE: mm HVAPCFSDS mm HEAT mm Frag HE mm How HEAT 120mm Mtr HEAT mm APDS (L) I5mm APDS (S) mm HEAT (L) 115mm HEAT (S) mm Frag HE mm HVAPFSDS 0mm HEAT mm HVAP mm APHE mm HVAP 76mm HEAT mm HEAT mm HVAP 30mm Cannon mm AGS-17 23mm Cannon mm ZSU mm mm 7.62mm COAX RPG-7M RPG RPG-18 SPG AT-2 Swatter B AT-2 Swatter C S AT-3 Sagger Manpack Sagger AT-40 Spigot AT-4b Spigot AT-S Spandrel AT-6 Spiral (GND) AT-6 Spiral (AIR) AT-7 Saxhorn AT-8 Songster AT- Stabber AT-11 Sniper NOTE: (L) / (S) stands for laser / stadia type sights TARGET HULL DOWN (TANK) -30 TARGET HULL DOWN (ATGM) - ATGM CONTROLLER SUPPRESSED BY FIRE PROTECTED -20 NOT PROTECTED nd / 3rd ROUND AT SAME TARGET: < 00m to 2000m +20 > 2000m +30 TARGET FLANK EXP05ED + TARGET MOVING (across front) - MODIFIERS TO HIT FIRER MOVING (UNDER 20mph w/stab) - FIRER MOVING (OVER 20mph w/stab -30 FIRER SUPPRESSED / VEHICLE HIT -20 TARGET TURRET DOWN -60 TARGET TOP (VERTICAL ANGLE) +20 TARGET IS HIT BUT NOT KILLED, TARGET IS SUPPRESSED TARGET MUST ROLL FOR M0RALE FAILURE MEANS BREAK CONTACT. (IF P0SSIBLE, i.e. NOT DUG-IN AND WITHDRAW, POP SMOKE, TAKE COVER) PLATOON VOLLEY - 2nd ROUND PERCENT CHANCE TO HIT mm mm mm mm mm

13 DIRECT FIRE - OPFOR pk PERCENTAGE CHANCE TO KILL ARMOR CATEGORY: LECLERC LEO 1 JGPZ AMX- CHALLENGER M2 / M3 MICV- AMX-13 LEO II M60 M3A2 MARDER SCORPION FV432 SOFT WEAPON TYPE: M1A1 Ml CHIEFTAN M47 / 48 M2A2 AMX-30 LUCHS M113 TARGETS 125mm HVAPCFSDS K K K K K 125mm HEAT 40 K K K K 125mm Frag HE K 122mm How HEAT K K K 122mm Mtr HEAT K K K 115mm APDS K K K K 115mm HEAT K K K 115mm Frag HE K 0mm HVAPFSDS K K K K 0mm HEAT K K K K 85mm HVAP K K K K 85mm APHE K K K K 76mm HVAP K K K K 76mm HEAT K 73mm HEAT K 57mm HVAP K 30mm Cannon K 30mm AGS K 23mm ZPU K 23mm ZSU K 14.5mm mm mm COAX RPG-7M K K K RPG K K RPG K K K SPG K AT-2 Swatter B K K K AT-2 Swatter C K K K AT-3 Sagger K K K Manpack Sagger K K K AT-4 Spigot K K K AT-5 Spandrel K K K AT-6 Spiral (GND) K K K AT-6 Spiral (AIR) K K K AT-7 Saxhorn K K K AT-8 Songster K K K AT- Stabber K K K AT-11 Sniper K K K MODIFIERS TO KILL TARGET FLANK OR REAR ARMOR CATEGORY: EXCEPT FROM HEAT WPNS , EXCEPT FROM HEAT WPNS FROM THE REAR ONLY MOBILITY KILL: FROM THE FRONT +05 FORM THE REAR +15 IF THE KILL DIE ROLL WAS +05/+15 ABOVE THAT NEEDED FOR A KILL, THEN THE TARGET HAS BEEN HIT IN THE SUSPENSION AND IS IMMOBILE. ATGM FLIGHT TIME-TO-TARGET GUIDANCE CMD LINK AT-2c SACL0S RADIO AT SACL0S WIRE AT-4a SACL0S WIRE AT-4b SACL0S WIRE AT SACL0S WIRE AT SACL0S RADIO AT-7 05 SACL0S WIRE AT- 7/ SACL0S WIRE AT-8 SUPERSONIC SACL0S RADIO AT LBR FIRE AND FORGET? AT-11 SUPERSONIC LBR FIRE AND FORGET? SACL0S - SEMI-AUTOMATIC COMMAND, LINE OF SIGHT LBR - LASER REAM RIDER 13

14 INDIRECT FIRE TABLE - OPFOR (PERCENTAGE TO KILL/DAMAGE) TARGET TYPE: CHIEFTAIN ALL OTHER LEOPARD II MBT AND TRUCKS CHALLENGER INFANTRY MARDER ALL OTHER INFANTRY TOWED GUNS LECLERC DUG IN W/ MICV- APC AND DUG IN W/O INFANTRY IN M1A1 M3A2 IMIAZ O'HEAD CVR Ml /M3 RECON VER. O'HEAD CVR SP HOW OPEN MORTARS: 60mm HEPD / / / 05/07 / 20/30 HEVT /15 30/40 82mm HEPD /05 /08 / 03/15 /15 03/ 20/30 HEVT 15/20 35/45 82mm VASILEK HEPD 05/20 05/25 08/30 20/30 /20 30/40 HEVT 30/40 45/55 7mm HEPD /08 /05 /15 15/20 15/20 08/ 25/35 HEVT 20/25 40/ 120mm HEPD /05 02/15 02/20 /20 /25 15/25 /20 30/40 HEVT 25/30 45/55 INCEND 02/ 02/ 02/12 04/ 04/ 25/40 04/ / 160mm HEPD 02/ 02/15 02/20 /20 /25 /15 /20 20/30 HEVT 20/25 25/35 240mm HEPD 02/ 02/15 02/20 /20 /25 15/25 /20 / HEVT /15 20/30 MISSILE/MULTIPLE ROCKET SYSTEMS: 122mm BH2l HE 20/35 20/35 20/40 20/40 35/45 35/45 35/45 45/ 140mm BM14 HE /18 /18 /20 /20 18/23 18/23 18/23 30/40 240mm BM24 HE 15/20 15/26 15/30 15/30 26/34 26/34 26/34 37/55 220mm BM27 HE 25/40 25/40 25/45 25/ 35/ 35/ 30/45 45/75 600mm FROG7 HE 25/40 25/40 30/ 30/ 35/55 40/55 35/ /60 SCUD-B HE 30/ 30/ 35/60 35/60 35/65 45/65 35/60 60/ HOWITZERS AND GUNS: 76.2mm HEPD /05 /05 /08 / /15 03/ 20/30 HEVT 15/20 25/35 85mm SD44 HEPD /15 /15 /20 15/20 15/20 /15 15/20 25/30 HEPT 15/20 30/40 85mm ASU85HEPD /15 /15 /20 15/20 15/20 /15 15/20 25/30 HEVT 15/20 30/40 122mm D30 HEPD 15/20 18/23 15/25 20/25 20/30 20/30 15/25 35/45 HEVT 30/35 /~0 122mm D74 HEPD 15/20 15/20 15/25 20/25 20/30 20/30 15/25 35/45 HEVT 25/30 45/55 122mm 2S1 HEPD 15/20 15/20 15/25 20/25 20/30 20/30 15/25 35/45 HEVT 20/25 40/ I30mm M46 HEPD 18/20 15/20 15/25 23/27 25/35 25/35 25/30 35/45 HEVT 30/35 /60 IS2mm D20 HEPD 20/25 18/23 15/20 25/30 25/35 25/40 20/30 40/ HEVT 30/35 /60 152mm Dl HEPD 20/25 18/23 15/20 25/30 25/35 25/40 20/30 40/ HEVT 30/35 /60 152mm 2S3 HEPD 20/25 18/23 15/25 25/30 25/35 30/40 25/35 45/55 HEVT 35/40 55/65 1mm 5S3 HEPD 15/25 /20 15/23 20/30 25/ /40 20/35 HEVT 15/25 30/40 203mm SP HEPD 15/30 /25 15/25 20/35 25/40 30/40 25/40 20/40 HEVT 15/30 30/45 MODIFIERS TO INDIRECT FIRE MOVING TARGET -05 INFANTRY IN BUILDINGS - VEHICLES IN TREES - (except from mortars) VEHICLES ON REAR SIDE OF BUILDINGS -05 FOR EACH MINUTE OF CONTINUOUS FIRE +02 INCENDIARY DAMAGE IS ROLLED EVERY 15 SECONDS +05 (add +05 to roll each minute) 14

15 AIR DEFENSE - OPFOR PROCEDURE: If an aircraft comes within range and altitude of a missile system, the defender rolls to acquire a target lock on the aircraft (note the modifications below). If the target lock is successful then the defender must decide to fire the missile. NOTE: target lock only applies to missiles, not guns. Guns may fire if they see the target. If the defender wishes to fire, then he rolls on the to hit column. If successful, he rolls on the next column and so on until the aircraft is either destroyed, damaged or undamaged. Notice that it is very difficult to acquire a very low flying aircraft with missiles. The idea is to drive the aircraft up in altitude with gunfire where the missiles have better chance to hit the aircraft. TARGET TO TO TO EFFECTIVE RANGE (KM) WEAPON SYSTEM LOCK HIT DESTROY DAMAGE ALTITUDE MAX / MIN GUIDANCE SA-2 A/C MEDIUM RADIO HELO SA-3 A/C LOW TO 20 SA-6 HELO MEDIUM 24 / 4 RADAR SA-4 A/C MEDIUM RADAR SA-5 HELO TO HIGH 300 SA-7 A/C VERY LOW 3 IR SA-9 HELO TO MEDIUM 3 SA-8B A/C LOW TO 12 RADAR HELO MEDIUM SA- A/C LOW TO 0 RADAR HELO HIGH SA-11 A/C VERY LOW 30 / 3 RADAR HELO TO MEDIUM SA-13 A/C VERY LOW 7 COOLED IR SA-14 HELO TO MEDIUM ZPU-4 A/C NOE TO 1.25 OPTICAL ZU-23 HELO MEDIUM 2 ZSU 23-4 A/C NOE TO 3 OPTICAL HELO MEDIUM ZSU 57-2 A/C NOE TO 3.5 OPTICAL S-60 HELO MEDIUM 4 SMALL A/C ** NOE TO.5 OPTICAL ARMS HELO ** LOW ** PER WPNS FIRING ADD 05% TO CHANCE OF HIT 12.7mm A/C ** NOE TO 1.5 OPTICAL 14.5mm HELO ** MEDIUM ** PER WPNS FIRING ADD % TO CHANCE OF HIT MODIFIERS ALTITUDE ELECTRONIC WARFARE MODIFICATION MODIFICATION TO MODIFICATIONS TO MODIFICATION TO DESTROY / TARGET LOCK ROLL MISSLE LOCK TO HIT DAMAGE ROLL NOE (nap of earth) - - TO RADAR -05 TO IR -20 FOR A- VERY LOW (treetop) TO IR (infrared) FROM FLARES - FOR HIND LOW (-0m) 0-05 TO RADAR -15 FOR AH-64 MEDIUM (0-2000m) +05 FROM CHAFF OR BLACKHAWK HIGH (above 2000m) + 15

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