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Ballistic

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.

To eliminate the enemy's defences and then rely on the


limited remaining missile's unimpeded attack to cause
sufficient damage.

2.

. To attack the enemy's retalitory capacity to ensure


minimum damage to their own country.

3.

To attack and destroy the enemy's capital and


major cities in the hope that their destruction will
lead to a quick surrender by the defender.

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 only additional equipment required to play the game is a tape


measure and two ordinary dice of different colours, preferably red
and black.
TYPE OF GAME

The type o~ game played will be an attack/defence game, where


one side represents the attacker and the other the defender.
SOLO GAME

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

The game is set up on any flat surface.


1.

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.

The defender positions his capital and two cities. No city


may be placed within 200 mm of another or the capital,
and one city must be placed within 500 mm of the 'Fail
Safe Line'.

3.

The defender positions all his missile sites. The I RBM


sites must be placed within 500 mm of the' 'Fail Safe line.

4.

The defender places Mis 9 radar stations on the board.

5.

The attacker lays out his counters face up on his side of


the 'Fail Safe Line'.

6.

When all .the pieces have been positioned on the board


both sides may make any measurements that they require.

SUMMARY OF COUNTERS AVAILABLE


DEFENDER

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

Always measure to the

1RBMl
Range
H::~~~ centre point on a
1~;3l3~[>t~~...'-:=2!::""---~;f~
ground site counter.

= -.. . . . ,

MJllI
La.._ _-.:..:

Always measure to this point on


all airborne counters.

WEAPON DETAILS
ICBM (MRVl

Inter-Continental Ballistic Missile (multi re-entry vehicle), with a


warhead containing three stand-off bombs, each with a 6 megaton device. The missile will be directed to a particular point,
denoted by a 'Break-Up' counter, where it will release its SOBs_
Alf three SOBs must be launched at the same time on reaching
this point, but each may engage a different target.
NOTE: The Break-Up-Point counters may be placed on the board
at a measured distance from the 'Fail Safe Line'_ All four counters
may be placed on the board in an attempt to confuse the defender
as to which is the correct BreakUp-Point.
When the missile reaches the marker remove the missile counter
and substitute three SOB counters. If the missile reaches the
Break-Up'Point before the end of the move then move the three
SOB counters the remainder of the move in proportion.)
ICBM

InterContinental Ballistic,Missile with a single war-head contain


ilJg a 20 mega-ton device.
IRBM

Intermediate Range Ballistic Missile having a single war-head


with a 6 megaton device.
SOB

Stand-Oft-Bomb, which is rocket propelled once it leaves its


carrier vehicle. These must be released by an aircraft at the begin'
ning of a move unless the aircraft is forced, by damage. to deliver
its bombs over the target.
STRATEGIC BOMBER

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

Missiles fired by the defender against the attacker's aircraft.


They may be used against aircraft only, and each has a war
head containing a 2 mega-ton device. Each missile will be
controlled by its firing station.
'

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.

DECOY MISSI LES


Missil~ carried by the Fli!tlt Defence aircraft, and used to attempt
to decoy enemy ground-ta-air missiles away from airc~aft. Each
Flight Defence aircraft will carry three decoy missiles and may
launch them at the start of a move only. The aircraft may fire and
control up to two of these missiles at anyone time.
If the controlling aircraft is destroyed the decoy missile will also
be destroyed.

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.

GROUND TO AIR MISSI LE SITE


These sites have 4 missiles each and are able 'to fire and control
two missiles simultaneously.
It will take the site one move to prepare two missiles for firing,
and a second pair may be prepared but not fired while the first
pair are in fli!tlt.
No missiles may be prepared until the enemy aircraft have been
picked up by a friendly radar station, and may not fire until the
target is picked up by the firing station's own radar, which has
a range of 500 mm. (See Radar Station Details)
Missiles may be detonated at any point along their"flight, but
if the controlling ground station is destroyed the missiles will
detonate at the end of the next move.

RADAR STATIONS

These stations have a radar range of 600 mm and may operate on


either high or low level scan. If on high level scan they will automatically pick up any missiles or high level bombers. Only when
on low scan will they pick up low flying aircraft, if they are able
to locate them or maintain tracking of them, (see later section).
These stations may lock onto a target and track it, in order to
increase the effectiveness of the defender's electronic counter
measures (see later section).
Use a 'Locked On' marker to indicate which target the station
is locked onto. Place this marker alongside the target counter,
and when the station stops tracking it replace the marker behind
the ground station counter.
(NOTE: If the station is tracking a flight of aircraft, and all the
aircraft.in the flight are within 20 mm of each other, then the
station will be classed as tracking all three. If only two aircraft
are within 20 mm then the station will only be classed as tracking
those two. The 20 mm is measuredfrom any point on each
counter.)
OTHER GROUND SITES

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

Ground targets will be classed as destroyed when the mega-ton


damage on them exceeds the figures below:

12
18
20
22

Radar site
Ground-to-air site
Anti-missile site
IRBM site
ICBM site

25

~ty

Capital

50

DECIDING THE WINNER

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

groundtoair missile destroyed on the ground.


antimissile missile destroyed on the ground.
bomber destroyed.
bomber damaged.
undamaged point on each IRBM and ICBM site.

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.)

GAME START AND MOVE

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.

RADAR CHANCE FACTOR (only against low level aircraft)


To determine if a low scan radar station picks up or maintains its
track of low level aircraft throw one dice and consult the following table:
Range in

mm

o to
100

101 to
200

201 to
300

301 to
400

401 to
600

Dice throw
to pick up

Add 1 to the dice throw if the station is a ground-to-air site


attempting to pick up a flight which has already been located
by a radar station.
Add 2 if the station or ground-ta-air missile site was tracking
the flight last move.
Once an aircraft has been picked up, each station or site tracking
it must dice each move to determine if it maintains the contact.
A ground-to-air missile site must pick up a low flying aircraft
before it can fire its missiles at it. If the site loses contact its
missil~s may be guided to their target by a locked on radar
station.
If contact is not recognised and there is no radar station
locked on, the missiles will detonate that move.
MISSILE GUIDANCE FACTOR
Every missile excelJt decoy missiles, has an initial guidance factor
representing the missiles ability to reach its target through enemy
electronic defences and areas of nuclear detonation. As this
guidance factor falls (record the levels on the Missile Control
Chart) the missile will become more susceptible to the defender's
electronic defences. Whe.n the factor falls to Zero or less the
missile will detonate.
INITIAL FACTOR
ICBM (MRV) and ICBM
IRBM
SOB
Ground-ta-air missile
Anti-missile missile

.
.

MISSILE DEVIATION

When a missile loses more than 2 guidance factors in anyone move


dice to determine if the missile deviates.
Throw a random factor and add or subtract the following:
+ 1 per guidance factor remaining on the missile
1 per guidance factor lost by the missile
1 per 2 mega-tons points damage to its controlling station
(defender's missiles only)
2 if missile is an SOB and its controlling aircraft is damaged.
1 per radar ~tation loced on to the missile.
DEflECTED MISSI LES

Missiles which are deflected from their target must do either of


the following:
1) Attempt to come back onto its target by a random dice throw.
Any result greater than +3 will enable the missile to come
back onto target. One attempt per deflected missile per move.
2) If the missile does not come back onto target the attacking
player detonates it at the nearest point to its target.
RESULT
ICBM (MRVI

ICBM
80lRBM

GA
Missile
& SOB

AM Missile

-14 & less


-11 to-13
- 8 to-1O

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

5) If the controlling station or aircraft is destroyed any missile


it has In flight will detonate at the beginning of the next move.
6) Loss of guidance factors by an ICBM (MRV) will not effect
the guidance factors of its SOBs.
NUCLEAR DETONATIONS

When a missile detonates it will cause an area of effect relative


to its warhead size and the height at which it is detonated.
A missile may be ordered, in its original orders, to detonate at
varying levels.
LOW AIR BURST
Used against a city, capital or radar station
target to give maximum blast and radiation
damage.
HIGH AIR BURST
Used by the anti-missile missiles against
other missiles. Will cause no damage to
. ground targets or to low flying aircraft.
GROUND BURSTS
Used against all missile sites to give maximum damage to underground installations.
Note:
1) All detonations other than high air bursts, will have an effect
on other airbourne and ground targets within its area of effect.
2) SOBs fired by aircraft may be set to ground or low air burst
before they are fired.
Once a missile detonates, the effect of its shock wave and radiation will remain for two moves. Place two detonation counters
at the ground zero point. Any aircraft or missile moving in the
area of effect will be susceptible to damage and loss of guidance.
On the next move remove the top detonation counter, on the
following move take off the remaining counter. Determine
the damaged caused by ground low airbursts.
1) Determine the factor f~om the War Head Size table.
2) Add the factor from Radius of Effect table.
3) Add or subtract the following:
-1 per 5 Mega-Ton points damage already sustained by the
target.
+ or- Random factor.
DEVICE SIZE

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

RADIUS EFFECT TABLE


size

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

The result of the above calculation is the number of Megaton


points damage caused on the target. Record the damage on the
target's record sheet. If the target is completely destroyed turn
the counter over. Do not remove from the board.
DAMAGE TO AIRBORNE TARGETS

All missiles and each aircraft in an area of effect must determine


if it is' affected. Any such e,ffect will be taken into account that
move and if detonation occurs then this will take place at the
beginning of that move.
To determine the effect or damage caused take the factor from
the following table.
low
high
Ballistic
missile
SOB
A-M
mi 'I
G-A
mi 'I

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

Add or subtract the missile's or aircraft's factor from the following


table.
Guidence
fector
17
12
9
7

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

Add or subtract the following:


+2 If target is an aircraft al ready damaged.
+5 If target is hit by an 'On Target' detonation by a defender's
missile.
+1 Per nuclear detonation within 100 mm.
Throw one random factor.

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

A ircraft damaged. Unable to reach either


its primary or secondary targets. Must engage
the nearest target(s) of opportunity and turn
for home this move.

2 or 3

Aircrafts damaged. Guidance system destrQyed.


Must deliver its bomb(s) over the target. Flight
defence aircraft loses control of any decoy
missiles in flight. These detonate.

A,jrcraft damaged. Speed reduced to 50 mm


and flight duration now a maximum of 10 more
moves. Aircraft will crash if not over the
Fail Safe Line by the end of that time.

13

DECOY MISSI LES


The object of these missiles is to draw off the defender's groundto-air missiles so that they detonate at a safe distance .from the
flight. When decoy missiles are in flight the controlling aircraft
will partially jam the ground-to-air missile controlling station so
that the station will be unable to detonate its missiles if they
are affected by the decoys.
Decoy missiles must be launched at the beginning of a move, if
the target is within the aircrafts own radar range. They will be
controlled by the firing aircraft. Decoy missiles may deviate in
order to intercept enemy ground-ta-air missiles. They may turn
any number of degrees during their move in order to intercept
or pass close to a target. They will tu rn on a radius of W' and
willlose 50mm of forward movement rate when making turn
of 90 degrees or more.
A decoy missile will have a decoy range of 120 mm and may
attempt to draw off a ground-to-air missile at either full or
half way point in the move. If at the half way point in the
move, the decoy moves through hal f its move, determines
its effect on the target then moves the remainder of its move.

DECOY MISSILE EFFECT


At either the full or half way point in the move the decoy
effect is calculated.

DECOY FACTOR
Range
in mm',

101
81
61
41
21

to
to
to
to
to
o to

Target missile. Pr_nt gUidance fector


1 to 3
4 o. 5
6 or 7
8 to 10

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.

Throw one random factor.


RESULT

FACTOR
Any plus reJLIt

o or-l

Missile turns to intercept the decoy.


Missile guidance iammed, speed reduced to

30 mm next move.
Less than-l

No effect, ground-to-air missile continues


towards its target.

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

Each site equipped with electronic defences will start with a


power reserve of 100 mega-watts, but at no time may it use a
power out-put exceeding 50 mega-watts,
A station which sustains damage will lose power at the following
rate:
2 )( Megaton points damage/~

15

ELECTRONIC DEFENCE EFFECT


To determine the effect of a ground site's electronic defences:
1) Determine the range to the target for each ground site locked
onto it.
2) Check each station's maximum power output, then determine
from the previous chart the power loss and offence factor.
3) Add the offence factors together, and reduce the ground stations
power reserve by the power loss figures.
4) Add or subtract the following:
- 1 per nuclear.detonation within 200 mm.
+2 per undamaged radar station tracking target.
+ 1 per damaged radar stition tracking target.
Throw one random factor.
RESULT
Any plus result equals the number of guidance factors lost by the
target missile that move. Any result of +10 or more: the missile
will detonate at that point. The resulting detonation will be classed
as a Low Air Burst.
APPENDIX
The following is a typical defender's set-up, using a playing area of

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

_n,1

D 1,*,"'"

O,-AStTtJ:

o....._z

-ft',II

[JClTYI

a.--snj

0 ....,1 o~ses

~S17l61
D

Q6-.4*7Ff

0.....,,,,
DI($fSlTf't:km-.t

am

O"""sel
0 ,,.. SITE I

16

POWER

DAMAGE

DAMAGE

POWER

100

100

MISSILE DEFENCE ORDERS

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

A/eNO 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

SOB G.F. losses


NO

NO

Flight 3
Defence
Alc NO

NO

112
NO

Level
Decoys

1 12 1 3
Damage

Ale NO

lAic NO

SOB G.F. losses


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

SOB G.F. losses


NO

MISSILE

NO

1 12
Damage

Alc NO

I3

IA/eN0

SOB G. F. losses
NO

MISSILE G.F. LOSSES

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

C> Tabletop Games

1975

FILLING IN THE ORDER SHEET


ATTACKER
The left hand column is for indicating the target(sl ot each of the
attacker's weapons, and also the burst height of each missile's
device. Indicate this height as: G for a ground burst, L for a low
air burst. In each ICBM (MRV) square write the BreakUp Point
number where it will release its SOBs.
For each flight of aircraft fill in each aircraft's number in flight
sequence. Do not include the flight defence aircraft. Then fill
in the number and device size carried by each aircraft, (NOTE:
if only one 50 mega-ton device is carried ignore the second line
for that aircraft). Fin'ally fill in the target(s) for each aircraft;
the first line will be its secondary target and the second that of
its primary target. Next fill in the launch sequence details on
the top of the sheet: write the missile or fli\tlt number in each
box in the move in which it is to be launched.
FLIGHT DETAIL BOX
Fill in either
'HIGH' or 'LOW'

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.

SOB initial guidance


factor.
The missile Guidance Factor loss table need only be used as a
missile loses guidance factors. Write in against each such missile
that missile's new guidance factor.
Fill in the SOB identification numbers as they are released from
an ICBM(MRV).
DEFENDER
GROUND SITE
Write megaton
damage points
MISSI LE SITE
Cross out as
missile is 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

Initial power reserve,


As power reduces wr
new reserve figure
in next box below.

~~

"

N. . . .

Fill in damage
points.

Enter missile
number when
fired.

"

Initial guidance
factor.

TABLETOP GAMES
OTHER GAMES IN THIS SERIES

A game of conflict in space between two


similar space fleets.
Small 'ship actions in the Channel during
the second world war.
An attack by German U Boats on an allied
Atlantic convoy during WWII.

GALACTIC WAR
M.T.B.

u.

BOAT

THE MICROWARFARE SERIES

In this series of games Tabletop Games has introduced the


board game without the board. Each game includes troop
counters and terrain features or details on terrain use.
With these games you are no longer limited to the same old
battlefields but can create new ones for each game. The
series provides the unrestricted scope of miniature wargaming and the compact scope of boardgaming.
MICRO-NAPOLEONIC

Creates battles of the Napoleonic


Wars between a British, and French army.

MICRO-ANCIENTS

A Roman army against a Carthaginian


army during the Punic wars.

MICRO-COLONIAL

A British 'force against Zulu Impis


during the Zulu Wars.

MICRO-MODERN WWII

An attack on a dug-in Russian infantry


division by a German fanzer division
on the'Russian front.

MICRO-FLEET WWI

British and German Battles Cruiser


actions during the First World War.

MICRO-SCI FI

A game of surface combat on new worlds


btween a Stella Combat Group and a
Zoltan raiding force.

MICRO-NAPOLEONIC
NAVAL

Creates fleet or individual ship


actions during the time of Nelson.

For a complete list of expansion sets for the above micro


games and a large range of wargame rules' and models send
S.A.E. to;92 ACTON ROAD, ARNOLD, NOTTINGHAM,

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 RADAR SITE RADAR SITE RADAR SITE

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

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-

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~~

.,

60

A-MM 2

50
A-MM 3

A-MM 4

40

cc

GA SITE

~ VlJVII-'V

Plt\IVII-V

G"AM

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ca:cn ', ,

,
,

30 .

GAM4

20
10
mm
CITY

CITY1

L-'

CITV 2 LOI:KEO ON

CITY

LOCKED DN

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13

100 I

100 1 I ~)'

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M

II<BJ",

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1fIJ8~1

B. U POINT

B. U. POINT

3
B. U. POINT

4
B. U. POINT

fCBM(N!RV) ICBM(MRVl iCBM(MRVI' ICBM(MRV)

.IT.l.~

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