Beruflich Dokumente
Kultur Dokumente
Missile
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SITUATION
The time is the 1970's, the age of the missile and nuclear weapons.
The setting is the confrontation between two nuclear powers. After
a year of bickering and accusation, and complete failure by the
politicians to find a peaceful solution, the' military have take!, the
initiative in one country and are about to deliver a nuclear.attack.
They have three problems to solve:1.
2.
3.
In Ballistic Missile this fateful decision is yours: you are the combined chiefsofstaff of either the defender or the attacker. As the
attacker you decide each missile's target, and as the defender where
your defences are to be deployed.
@)COPYRIGHT. 1977 by Tabletop Gem.
EQUIPMENT REQUIRED
The game can also be played as a 5010 game: once the attacker has
written his orders they cannot be changed.
RANDOM FACTOR
Where, in the rules, a random factor is called for, th row one red
dice and count the score as minus, and' one black dice and count
the score as plus. Take the lower from the higher of the two scores.
If the higher score is a minus the random factor is minus. If the
higher score is a plus the random factor is a plus.
SETTING UP THE GAME
Draw a line across the playing area at least 12" from one
edge. This line represents the attacker's 'Fail Safe Line',
and while his counters are behind this line they may not
be engaged by the defender.
2.
3.
4.
5.
6.
ATTACKER
Capital
Cities
ICBM sites
IRBM sites
G round-to-air missiles
sites .with 8 missiles
2 Anti-missile sites with
4 anti-missile missiles
~ Radar stations
1
2
2
2
4
12
4
2
6
8
8
Strategic bombers
ICBM missiles
ICBM (MRV) missiles
IRBM missiles
Stand-off bombs
Decoy missiles
MOVEMENT
The followin"g table gives the maximum of each type of aircraft
and missile. No missile may move less than this figure during each
move that it is in flight, unless ordered to do so in the guidance
factor table (see later section).
All the attacker's missiles, including stand-off bombs, but exclud
ing decoy missiles, must travel in a straight line between its starting
point and its target, unless deviated by defence action (See sectionDeviation). All the defender's missiles, and the attacker's decoy
missiles, will be under the control of the firing station and therefore may change direction in order to intercept enemy missiles or
aircraft.
Missile
Maximum move
in mms
Flight duration
in moves
150
150
120
80
150
100
100
10
8
8
3
ICBM
ICBM (MRV)
IRBM
Stand-off bomb
Anti-missile
Ground-to-air
Decav
4
4
3
STRATEGIC BOMBERS
These aircraft will move at 75 mm per move and their flight duration will be unlimited, within the scope of the game.
AIRCRAFT AND MISSILE TURNING
If an aircraft or missile turns more than 90 degrees thel") it will
lose 30 mm of its forward movement. Turning will be about a
1" (25mml dia circle.
"
MEASURING DISTANCES
1RBMl
Range
H::~~~ centre point on a
1~;3l3~[>t~~...'-:=2!::""---~;f~
ground site counter.
= -.. . . . ,
MJllI
La.._ _-.:..:
WEAPON DETAILS
ICBM (MRVl
Lonltrange bomber aircraft operating in flights of three, one aircraft in each flight being unarmed except for 3 decoy missiles for
use against enemy ground-to-air missiles. This Flight Defence 'air
craft also has an airbourne radar with a range of 250 mm. The
other two ai rcraft in the fl ight will each carry SOBs, and the
attacker may choose to have one 50 mega-ton or two 20 megaton devices on each aircraft.
Aircraft may fly at either high level or low level, (see later
, section for details).
GROUND-TQ.AIR MISSILE
ANTI-MISSI LE MISSI LE
Missiles fired by the defender against the attacker's missiles only.
They will be controlled by their firing station and each will contain
a 3 mega-ton device.
GROUND STATIONS
ANTI-MISS ILE SITE
Ground sites which have 4 missiles each and have the ability to
fire and control one missile per move. Each missile will take one
move to prepare for firing and this may only be done when any
frienqly radar station picks up the target missile.
The missile may only be fired when the target is picked up by the
firing station, which has a radar range of 700 mm (See Radar
Station Details). A second missile may be prepared and fired
while the first is still in flight, but the station will only be able
to control up to two missiles in fljght at the same time. A missile
may be detonated at any point along its flight, but if its target
detonates or its controlling station is destroyed it will detonate
that move.
RADAR STATIONS
Other ground stations, such as ICBM and IRBM missile sites, the
capital and the two cities, will all be unarmed except for their
electronic defences, which are detailed later.
These sites are the prime targets for the attacker, who will score
point for their damage. If the attacker causes no damage to the
missile sites this will count against him, as it is assumed that he
has left the defender with a high retalitory capability. The radar
range for each site will be 500 mm.
DESTRUCTION OF GROUND TARGETS
12
18
20
22
Radar site
Ground-to-air site
Anti-missile site
IRBM site
ICBM site
25
~ty
Capital
50
The winner of the game will be decided when all the attacker's
aircraft and missiles have completed their attack.
Add together the megaton damage inflicted on all the ground
stations, then add or subtract the following:
+ 10 per
+ 25 per
- 10 per
5 per
1 per
RESULT
If the attacker's score is 150 to 300 he is the victor. If his score
is less than 150 it is a victory to the defender.
ATTACKER'S ORDERS
The attacker writes orders fo( all his missiles and aircraft as soon
as the game is set up. He will fill in details on his order sheet
covering the following:
1)
The target for each missile, including the position of
the BreakUpPoint markers.
2)
The target for each SOB carried by the ICBM (MRV)s.
3)
The number, and war head size, of each aircraft's SOB
lead, and also each attack aircraft's primary and second
,
ary targets.
4)
The order in which he will launch his missiles and air
craft. The attacker may launch two flights of aircraft
and two missiles, or one flight of aircraft and three
missiles, at the beginning of each of his moves. If no
aircraft are launcheej then up to 3 missiles only may
be launched.
DEFENDER'S ORDERS
Initially the only orders that the defender must write is which
radar stations are on low level scan.
When the game starts the defender must write orders for each
ground station, stating the target onto which its radar will be
locked that move.
(NOTE: A ground station changing its electronic defence from one
target to another will lose one move while doing so. A radar
station changing from one target to another will also lose a move
in doing so.
To indicate this one move delay, when a station changes its
defence equipment from one target to another,.remove the
'L~ked On' marker from the first target and place it by the
ground station counter. This marker may not then be moved
until the defender's next turn.)
SE~UENCE
The game will start when the attacker moves his first units over the
'Fail Safe Line',
Each game move will be taken in the following sequence:
1) Attacker launches or moves any decoy missiles and determines their effect on enemy ground-to-air missiles.
2) Determine the effect of any nuclear detonations within
range upon the attacker's missiles' guidance systems or
aircraft.
3) Determine the effect of the defender's electronic defences
directed at the attackers missiles.
4) Attacker moves all his missiles and launches any new
missiles, then moves or launches any aircraft flights.
5) Determine the effect of any attacker's missiles detonating on ground targets.
6) Place defender's missile counters against ground sites
which have prepared them for firing.
7) The defender determines the effect on his missiles' guidance
systems of any nuclear detonations within range.
8) Determine if the defender's low scanning radar stations pick
up any low flying aircraft, or, if radar or missile site was
tracking low level flights last move, determine if they
maintain the track.
9) Move defender's ground station 'Locked On' markers for
stations which are changing targets this move.
10) Move defender's missiles and detonate them as required.
NOTE on defender's missiles:
These missiles may be detonates at any point during
their move, this being determined by the defending
player. Ground-to-air missiles, which must intercept
a decoy missile, may not be detonated until they hit
the decoy missile or the decoy missile loses contact
with them.)
LOW FlYING AIRCRAFT
Aircraft may fly in at low level. To indicate this place a 'Low Level
marker behind the flight. When aircraft are flying at low level the
defender's radar sites will have difficulty in picking them up; if the
defender does pick them up and fires missiles, the aircraft stand
less chance of surviving the attack.
To bomb a target a low flying aircraft must climb to a higher level
before releasing its weapons. It will take one move to climb to
high level and its forward movement will be reduced to only
10mm that move.
High level aircraft may not descend to low level if they started
the game at high level.
Low level aircraft must return to low level flight after delivering
their weapons.
mm
o to
100
101 to
200
201 to
300
301 to
400
401 to
600
Dice throw
to pick up
.
.
MISSILE DEVIATION
ICBM
80lRBM
GA
Missile
& SOB
AM Missile
Destroyed
Deviate
Speed reduced
by 60 mm
Destroyed
Deviate
Deviate
Detonate
Detonate
Speed
reduced
by 60 mm
Detonate
Detonate
Speed
reduced
by 60 mm
- 5 to - 7
Speed reduced
by 40 mm
Speed
reduced
by 50 mm
Speed
reduced
by 60 mm
Speed
reduced
by 60 mm
- 2 to-4
No effect
No effect
Speed
reduced
bY 40
Speed
reduced
by 40
No effect
- 1 to + 1
Speed
reduced
bv 40
No effect
Deviation Factor
(from abovel
+ 2 & more
No effect
No effect
NOTE:
1) A missile wh ich is destroyed will not detonate.
2) Deviate means that the missile will deviate 10 degrees from its
flight path this move. Use the deviation card when measuring
its movement.
3) A missile which deviates will detonate at the nearest point to
its targEt along its new flight path.
4) Speed reduction applies to the current move only. It is not a
reduction in the forward speed but represents the missile
becoming erratic and flying off course.
10
WARHEAD SIZE
TARGET
Capital
City
Radar site
ICBM/IRBM
sites
missiles.
GI./AM
prepared
sites
no missiles
prepared
6mepton
20 mep ton
SOmepton
./
./
7
6
/4
13./ 9
10 . / 8
9 -=:;:7' 8
16 . / 12
13 . / 10
11710
4/2
1
3
7/6
3
5
~3
/5
9
7
5
Y2 Y5 Y7
11
10/8
5
7
7
DlIYice
C.ntr.
point
SOMT
9/7
20 MT
6 MT
10mm
20mm
A.nge
30mm
40mm
Jj/-8
-6~13
-13/Z16 -17.,.419
VS
2/-2
1-1-/-4
6/4
37-5
-7~10 - 1 0 4 -14.A'S
-a../--12 -1 yc::13
60mm
100mm
-17Aa
-13~14 -IS.;47
LOW~
burst
Ground
burst
RESULT
10
7
16
a
6
12
6
5
9
5
3
6
3
1
4
9
9
8
7
6
6
4
3
2
1
10
10mm
Hi!#, burst
Low burst
20mm
6mt
2mt
20mt
20mt
50mt
12
40mm
FACTORS
60mm
3mt
SOmt
aOmm RANGE
Maximum
radius of
effect
to
to
to
to
ICBM(MRV)
8rICBM
24
16
11
IRBM
AIRCRAFT
8r others
-4
~to
6
1 to 4
-3
-3
-2
-2
-1
0
-2
-1
0
+1
-3
-2
-1
0
RESULT
Feetor
from ebove
Bellistic
missile
SOB
Defender's
missiles
Aircreft
15 or more
10 to 14
Destroyed
8 GF lost
5 GF lost
Destroyed
Destroyed
Destroyed
Destroyed
6 GF lost
Destroyed
Destroyed
Dice
Dice
No effect
6
4
2
1
to
or
or
or
3 GF lost
No effect
less
GF
Destroyed
Dice
6 GF lost
4 GF lost
2 GF lost
No effect
3 GF lost
1 GF lost
Guidance factors
Missile or aircraft is destroyed without detonation.
Th is mea.ns that the aircraft must dice to deter
mine the effect (see following table).
AIRCRAFT DICE
Throw one dice.
DICE THROW
RESULT
Aircraft destroyed.
4 or 5
2 or 3
13
DECOY FACTOR
Range
in mm',
101
81
61
41
21
to
to
to
to
to
o to
120
100
80
60
40
20
+1
+2
+2
+3
+4
+0
0
+1
+2
+3
+4
+5
-1
0
+1
+2
+3
+4
-2
-1
0
+1
+2
+3
11 to 14
-3
-2
-1
0
+1
+2
Take the factor from the previous table and add or subtract
the following:
- 1 per radar station locked-on to the controlling aircraft.
- 1 if controlling aircraft is at low level.
+ 1 per 5 megaton (or part of) damage to ground-to-air
missile's controlling station.
+ 1 per additional decoy missile in effective range.
FACTOR
Any plus reJLIt
o or-l
30 mm next move.
Less than-l
14
ELECTRONIC DEFENCES
Each Ballistic 'TIissile site, city, and the capital is equipped with
electronic defellce equipment with which it can attempt to
either divert or detonate prematurely E-f'1emy missiles.
To use its electronic defence equipment a ground station must
be locked onto its target, i.e. its locked on counter must be tlY
the target counter. Up to two sites may combine against the
same target.
The equipment, when in use, will use power in mega'watts from
a limited power source, and which can be sustained for a limited
period. The following table gives the power out-put in megawatts
at various ranges. Measure the range from each station locked
on to the target and cross reference this with the power out-put
available. The result will be two figures, the first is the power
reduction in mega-watts; reduce the station's available power
out-put by that amount. The second figure is the electronic
offence factor, which is used in the following calculation to
determine the effect on the enemy missile.
ELECTRONIC DEFENCE TABLE
Power out-put (max of 50 per move)
Range
401
301
251
201
151
101
51
to 500
to 400
to 300
to 250
to 200
la
150
to 100
o to
50
1 to 5
6 to 10
4-1
4-1
4-1
4-2
3-3
2-3
1-4
1-5
6-1
6-1
6-2
6-2
5-3
4-3
2-5
2-6
11 to 15 16 to 20 21 to 30 30 to 40 41 to 50
10-1
12-1
14- 1
16- 1
10-2
12-2
14- 2
15- 2
9-2
11-3
13- 3
14- 3
11-4
12- 4
19-3
13- 5
8-4
11- 4
10-4
12- 5
6-5
9- 7
8-6
10- 8
4-7
5-7
6- 8
7- 9
3-8
3-9
4-10
5-11
8-1
8-1
7-2
8-2
7-4
5-4
3-6
2-7
15
3 ft. x 5 ft.
For unaller playing areas use only half the counters for each side,
but use 5 Radar Sites and the capital for the defender. Double
the points value for victory conditions.
I
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DI($fSlTf't:km-.t
am
O"""sel
0 ,,.. SITE I
16
POWER
DAMAGE
DAMAGE
POWER
100
100
CITY 2
CITY 1
CAPITAL
DAMAGE
POWER
AM SITE 1
100
I Damage
LAUNCHED MISSILE
Guidance Factor Loss
NO
NO
NO
NO
14
14
14
14
3
4
ICBM SITE 1
Damage Power
ICBM SITE 2
Damage
100
Power
IRBM SITE 1
IRBM SITE 2
Damage Power
Damage Power
100
100
G'A SITE 1
100
RADAR 4
SCAN
IDAMAGE
RADAR 7
SCAN
DAMAGE
SCAN
IDAMAGE
RADAR 5
SCAN
DAMAGE
RADAR 8
SCAN
DAMAGE
RADAR 3
SCAN
NO
NO
NO
NO
14
14
14
14
DAMAGE
RADAR 9
SCAN
DAMAGE
1
2
[Damage
NO
NO
NO
NO
14
14
14
14
GA SITE 4
) Damage
!Damage
LAUNCHED MISSILE
Guidance Factor Loss
NO
NO
NO
NO
LAUNCHED MISSILE
Guidance Factor Loss
NO
NO
NO
NO
14
GA SITE 3
RADAR 6
SCAN
14
LAUNCHED MISSILE
Guidance Factor Loss
IDAMAGE
14
14
GA SITE 2
IDamage
4
RADAR 2
2
3
4
LAUNCHED MISSILE
Guidance Factor Loss
RADAR 1
SCAN
I DAMAGE
AM SITE 2
IDamage
LAUNCHED MISSILE
Guidance Factor Loss
NO
NO
NO
NO
1
14
14
14
14
2
3
2
3
14
14
14
14
Burst
Size Height TARGET
MISSILE
20
20
ICBM 1
ICBM 2
20
20
ICBM 3
ICBM 4
IRBM 2
6
6
IRBM 3
IRBM 4
6
G
IRBM 1
IRBM 5
IRBM 6
ICBM(MRV) 1
ICBM (M RV) 2
SOB 1
SOB 2
SOB3
SOB 1
SOB2
6
6
SOB3
Ale NO SOB Target
MISSILE ATTACKORDERS
Move 1
Move 2
Move 3
Move 4
Move 5
Move 6
LAUNCH
LAUNCH
LAUNCH
LAUNCH
Flight 1
Defence
Alc NO
Level
Decoys
1 121 3
Damage
A/eNo
lAic NO
lAIC NO
NO
Flight 3
Defence
Alc NO
NO
112
NO
Level
Decoys
1 12 1 3
Damage
Ale NO
lAic NO
NO
NO
lAIC NO
112
NO
Flight 2
Defence
Alc NO
1 I2
Damage
Ale NO
lAic NO
NO
Flight 4
Defence
Alc NO
112
NO
ICBM 3
I<;:BM 4
IRB'V1 1
Level
Decays
IRBM 5
IRBM 6
IRBM 4
lAic NO
NO
ICBM 1
ICBM 2
IRBM 2
IRBM 3
MISSILE
NO
1 12
Damage
Alc NO
I3
IA/eN0
SOB G. F. losses
NO
Level
Decoys
NO
I3
lAic NO
112
NO
ICBM (MRV) 1
NO
SOB
NO
NO
ICBM (MRv) 2
NO
SOB
NO
NO
Copyright
Inltial
Facter
Losses
24
24
24
24
16
16
16
16
16
16
24
12
12
12
24
12
12
12
1975
Fill in Flight
Defence aircraft's
number
Cross out as
missile is fired.
Indicate damage
dice throw.
Fill in each
aircraft's number
in flight.
Fill in SOB
number, when
fired.
CITY 2
il:WvWiE
u-ASITE 3
Po.'E~
w-
0- l--
\ ::"al:
Record missile
guidance factor
losses in these
boxes at the
end of each mov e
rw'
~2- I -
..3
JPAA1AGf'
~CtED M'S!;,ILf!;,
G,", L.OS5
~
, 1
~~
"
N. . . .
Fill in damage
points.
Enter missile
number when
fired.
"
Initial guidance
factor.
TABLETOP GAMES
OTHER GAMES IN THIS SERIES
GALACTIC WAR
M.T.B.
u.
BOAT
MICRO-ANCIENTS
MICRO-COLONIAL
MICRO-MODERN WWII
MICRO-FLEET WWI
MICRO-SCI FI
MICRO-NAPOLEONIC
NAVAL
ENGL~ND
I\)
'DEVIATION
....
o
LOW LEVEL
ICBM
CA)
150
m
0'
en
140
LOW LEVEL
ICBM
RAOARSlTE
IRBMSITf2
lRBM SITE1
LOCKffiON
RAOAR SITE
2
LOCKED ON
-..
IRBMSm:
LOCKED ON
IRBM SITE
2,
LOCKED ON
RADAR SITE
LOCKmON
LOCKED ON LOCKED ON
LOCKED ON
RAnARSlTE ~SlTE
LOW LEVEL
lOCKED ON
WCKEDlW
110
WCKEDON
100
90
ISJW LEVEL
70
!;i
~~
w'l'"
cc
,
~~
~(J)N
A-MMl
.
-
D:
~~
.,
60
A-MM 2
50
A-MM 3
A-MM 4
40
cc
GA SITE
~ VlJVII-'V
Plt\IVII-V
G"AM
<CUJ
~l::M '
ca:cn ', ,
,
,
30 .
GAM4
20
10
mm
CITY
CITY1
L-'
CITV 2 LOI:KEO ON
CITY
LOCKED DN
'
'
!QQJI~
13
100 I
100 1 I ~)'
<.TO
....
I-
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" ....
M
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1fIJ8~1
B. U POINT
B. U. POINT
3
B. U. POINT
4
B. U. POINT
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