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USE M E

Ultra Simple Engine


Miniature Engagements

UM004

USE ME
15MM & 20MM
MODERN WARFARE
WRITTEN BY
O.G.Joel & G.Syme
Published By
Alternative Armies
ISBN 978-1-873997-07-9

ALTERNATIVE ARMIES
Credits

Written by: O.G.Joel & G. Syme


Layouts by: A.Scott
Print Cover Image Format by: J.Brittain
Internal Images and Cover Image from Flickr*
Special Thanks to: All the USE ME Testers!
All Rights Reserved 2011
(Electronic Edition)
15mm.co.uk
PO Box 8207
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Scotland
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+44 (0)1465841677
sales@15mm.co.uk
*Photography used in this publication used through the free copy,
distribute and alter policy of Flickr.com. Full details upon request.
Dedicated to the promise of a future where the only wars will be from
fictional pages of books like these. G.Syme.

15mm.co.uk

The 15mm.co.uk brand is a part of the world famous


Alternative Armies company. The company publishes more
than a dozen titles in the miniature gaming hobby including
Flintloque, Slaughterloo, Firefight, Typhon, Alien Squad
Leader, USE ME and many more. The vast majority of these
titles are published in print and support by ranges of 28mm
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we have twenty years of experience dedicated to bringing you
all the small scale fun you can handle!
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USE ME Booklets
If you would like to get a copy of this title and the others in the
series in print then you can do so by visiting the USE ME page
of the 15mm.co.uk website.

MODERN WARFARE RULES


Welcome to the Ultra Simple Engine for Miniature
Engagements, or USE ME, rules for Modern Warfare gaming
with 15mm scale miniatures or 20mm scale miniatures.
The following rules are designed to give a very satisfying
experience, tactically challenging, without being hard to learn
or to come to terms with. USE ME games typically have
10,20,40,100 miniatures a side and take five minutes to an hour
to play out.
Perfect for after a hard days work, lunchtime break combat, a
complete newcomer to the wargaming hobby or even a child
of seven years or older. In fact we bet that once you have played
a few turns you will value these rules all the more.
In a time when more complex and more expensive no longer
means better to time pressed wargamers USE ME steps up and
entertains. If you want to pick up your miniatures and get
fighting with the minimum of fuss and requirements then USE
ME is just that; its for you!
This title is the fourth in the series for this game system. You
can learn of all the others on our website.

WHAT

YOU

NEED

TO

PLAY

To make use of these rules you will need the following. Firstly
a copy of these rules (but then as you are reading this now we
assume you have got that already) to hand. Secondly some
basic wargame equipment including some D6 (six sided dice),
one for each player, a ruler marked out in inches plus some
markers and templates.
These markers and templates are used for several purposes
clearly outlined in the rules to follow and you can get some for
free in electronic form from us if you ask us for them. Have the
markers and templates printed and cut out before beginning.
Thirdly you will need an area to play upon. This can be the
floor, the kitchen table, your work desk or even the hood of an
automobile! Just ensure it is flat and a minimum of three foot
square for moderate sized games of USE ME. Suitable scale
terrain can be added from your collection, or improvised, as
your chosen scenario dictates.
It is wise to note at this point that in terms of miniatures and
vehicles produced in white metal, resin and plastic for the
modern period post 2000 the are a number of scales in use. The
advantage of these USE ME rules is that they are well suited to
15mm or 20mm scale and even smaller or larger scales if the
measurements of distance are changed. So play in 15mm or
20mm with ease as long as all players agree and all miniatures
used are the same scale. Use distances as printed for miniatures
and vehicles that are 15mm or 20mm scale.
Set up your playing area and lay out some terrain as per the
scenario you have thought up or for a straight fight.
We can provide some basic scenario types in electronic form
upon request for free. Then place your miniatures at opposite
edges of the playing area and begin!

THE ERA COVERED


BY THESE RULES
This version of USE ME is intended for ultra-modern games
set in the first decades of the 21st century, from Afghanistan to
Iraq to Lebanon to Southern Ossetia and beyond.
In writing it, we have envisioned combat in today's turbulent
world, with high-tech-equipped units fighting each other or
skirmishing with lightly-armed insurgents. This is a world of
helicopters and assault rifles, night-vision devices and satellite
uplinks, special-forces units and sophisticated terrorists. The
force lists included in this booklet are appropriate for games
set in the 2000's. Many battles await.
That said, these rules can be used with almost no modifications
for any historical, quasi-historical or even alternate-history
scenario set after approximately 1980; actually, with some
minor changes, this rule set can also serve for wargames set in
the 1960's or even in the late 1950's, from Suez to Vietnam.
Korea War-era games should use the WWII USE ME rules set.
Also, if you own both these rules and the Science Fiction version
of USE ME, nothing stops you from mixing and matching
between the two. Be that for modern forces pitted against an
alien invader or rag-tag resisters armed with modern
equipment fighting against the Robot and Cyborg forces of
doom!

THE WHAT MAKES A


CHARACTER IN PLAY
In a game of USE ME, the miniatures in the playing area are
essentially just what they depict. One 15mm or 20mm scale
miniature makes one character, one vehicle equals one vehicle
of that type and so on.
All miniatures and vehicles of all types should be mounted on
bases or another 'foot print' that depicts the area they occupy
in the playing area. We recommend a base of less than one inch
for infantry, one to two inches for vehicles and anything larger
should have a base that suits it.
Use your own judgement and equally if you have your
miniatures without bases or on your own size of bases then use
them as they are. As long as all players agree before play
commences then that is fine. A character can be of any modern
force, it can be a soldier, an insurgent, a tank, a motorcycle, or
mobile artillery.
You choose the NAME for your character however the
character must be allocated to one of the character TYPES
provided in these rules for game purposes.
For example you might have three M1 Abrams tanks fighting
in Iraq and armed with an L44 M256 120mm smoothbore main
gun, one .50 cal M2HB HMG and two 7.62mm M240 machine
guns. But in USE ME terms these would be Character type
Heavy Vehicle with a high Elan rating, a Heavy Vehicle
Cannon, a Heavy Vehicle Automatic Weapon, and a moderate
Movement Rate. All characters must be given a type before
being put into the playing area. This can be written down or
just agreed between players.
Characters may be grouped into SQUADS at your discretion,
its not essential but in larger games of USE ME its makes play
easier and quicker.
You can group between three and ten characters into one squad.
You must nominate a squad leader (use a marker for this) and
all members of the squad must remain within three inches of
the squad leader or they become separated and are treated as
such for the rest of the game.
A squad must always have a leader and if reduced to less than
three members the characters are treated as singles once more
for the rest of the game. Any characters who are Infantry or
Light Vehicle can be grouped into squads however all other
types of heavier vehicles may not be formed into squads and
must be singles.

THE USE ME TURN SEQUENCE


Before a game begins use your scenario, or agree between
players, who is allied to each 'side' in the coming battle.
Typically there will be TWO, or THREE or FOUR players in the
game but only the troops of two opposing forces in the playing
area. You can though easily have three way fights and even
four way conflicts with USE ME. Make sure all players know
which side they are on before play begins.
The sequence of every turn is SAME in all cases and is not
deviated from until the end of the game.

Turn Sequence
Initiative Phase
In Play Phase
Characters or Squads
with the highest
ELAN rating in play
activate and conduct all
movement, shooting,
melee and all other
possible actions until
exhausted. Characters or
Squads with the next
highest ELAN rating do
the same. Continue down
the ELAN ratings until you
reach the lowest one and
active the lowest rating as
above.
Off Table Action Phase
Consolidation Phase
Return to Initiative Phase'
unless last turn of game
or objective met in which
case play ends.

THE INITIATIVE PHASE


The Initiative Phase consists simply of each player rolling one
D6 dice. The highest roll is the winner, the second highest is
second and so on. All ties are re-rolled. Note it down for the
turn.
EXAMPLE
Tom and John are going to play a small two player game of USE ME
MODERN. The miniatures are set up and its a straight forward battle
to the death. Both Tom and John pick up a D6 each and roll. Tom wins
with a 5, John gets 3. Initiative for the turn belongs to Tom.
Every character has an ELAN rating from 6 the highest to 1 the
lowest and this represents their training, equipment, morale
and state of readiness for combat. Each turn every character
and squad with an ELAN rating of 6 activates first, and once
all of those have activated then activation passes to all rating
5's and so on down the scale. It is a players choice in which
order his characters within an ELAN rating activate.

ACTIVATION
IN PLAY
Once a character or squad has been activated it has a choice of
actions.
It may choose to commit TWO actions from this possible list
only:

Move
Ranged Fire
Melee
Hunker Down
Special Action
Unique Action

Activation falls to rating first THEN to the player who won the
Initiative roll.
Winning the initiative roll gives that player choice of first
activation in EACH ELAN RATING THEY HAVE
CHARACTERS IN PLAY FOR. All a players characters or
squads with that ELAN rating must be activated or declare they
are not using their activation before the next player gets the
chance to activate all of their characters / squads of that ELAN
rating and so on.
If a player has no characters of that rating then initiative is
ignored for that rating as there is no competition to activate.
EXAMPLE
In their forces Tom and John both have characters with an Elan rating
of 5. The rest of Tom's forces are Elan 4 and the rest of John's are Elan
2. This means that in the case of the Elan rating 5 characters, the
winner of the initiative roll this Turn gets to activate first if he so
chooses with all of the Elan 5 rating characters at his disposal. Once
they are finished their actions all of Tom's Elan 4 characters activate
in an order of his choosing and once they are all finished John activates
all of his Elan 2 characters in an order of his choosing.
A squad made up of several characters assigns itself an ELAN
rating as an average of its members AT THE START OF PLAY
which does not change for the rest of the game. Take each
character in the squad and combine their ELAN rating score
then divide by the number of characters in the squad. Then
round down to the nearest number; this is the ELAN rating of
the squad.

MOVEMENT
Each character type is given a rate of movement in inches. Use
this at all times. The character may move in any direction at
any time unless its a vehicle type in which case it costs one inch
to make one quarter rotation left or right on the spot. When
moving into anything classed as DIFFICULT terrain (forest,
deep snow or sand, rubble etc) one inch across this terrain costs
TWO inches of the possible movement distance for the
activation.
When moving into anything classed an EXCELLENT terrain
(paved roads, hard flat ground etc) then it costs ONE inch per
every TWO inches the character moves. Once a terrain type is
left its effect on movement is discarded.
Any vehicle carrying troops or with a limbered artillery piece
must dismount or release its cargo all around it BEFORE
moving. Likewise it must load up or limber BEFORE moving,
this costs one action for the vehicle.
A transport vehicle may transport ONE Squad of any size or
composition. Or ten human sized characters or five larger
characters but never any vehicles.
A squad takes the movement rating of all its members and
combines them. It then divides the total by the number of
characters in the squad and rounds down to the nearest one
inch. The result is its movement rate in inches. Only the squad
leader is moved AND THEN all other members of the squad
are freely placed within three inches of his position.
Aircraft and Helicopters represented on the game table treat
all terrain as normal with no penalties or bonuses. Aircraft must
always use at least one of their two actions per activation for
movement, and must fully use that movement allowance (for
example, an Aircraft with a movement rate of 6'' must move at
least 6'' per activation), while helicopters may move as they
desire and even hover in place.
A character or squad may elect to make both its actions for the
activation movement ones.

If this is the case then the first movement is as normal but the
second is carried out at HALF of the stated movement rate in
inches to represent fatigue and gear changes for infantry and
vehicles alike.
EXAMPLE
Tom chooses his Elan rated 5 Heavy Vehicle (a T-90) and elects to
use BOTH his actions for movement. His Heavy Vehicle character is
rated 8 inches in movement so he moves it six inches across normal
terrain making two free turns around cover. Then for his second
movement with this character he immediately proceeds a further 4
inches moving closer to weapons range. John chooses his Elan rated
5 Infantry Squad of characters (Eight U.S. soldiers) with a combined
and averaged movement rate of 4 inches per turn. As its a squad he
only picks up the squad leader miniature and moves it two inches
across open terrain. As he is keeping his second action for firing he
then moves the other seven members of the squad and positions them
in a rough half circle up to three inches ahead of the squad leader.

Ranged Fire Modifier Table


Target is Hunkered Down -2
Target is in Difficult Terrain -1
Target is in Excellent Terrain +1
Firing Character is taking a SECOND shot -1
WHOLE Squad firing at ONE target +1
Firing Character (Squad) is ELAN 6 +1
Firing Character (Squad) is ELAN 1 or 2 -1
Target is a Helicopter +1
Firing Character is an Aircraft or Helicopter
while the Target is a Ground Unit -1
Target is an Aircraft while Firing Character is a
Ground Unit -2
Target is an Aircraft while Firing Character is an
Aircraft +0
If Target is under half distance of weapon
optimum range +1
If Target is over weapons optimum range but
less than double it -1
Note that, under these rules, Aircraft and Helicopters
are two different unit types.

The rolled D6 result with all modifiers from


above must be a result of 4,5 or 6 on the dice
for a HIT on the target. A modified result of
1,2 or 3 is a miss, a wasted shot.

RANGED FIRE
Each character will have a rating for its ranged fire ability along
with an optimum range. Shots that are more than double
optimum range are not possible. Ranged fire can be directed at
any target which meets the following conditions. The firing
character can SEE the enemy target. Use the edge of your ruler
to draw a straight line from the centre of the firing character to
the centre of the target.
If there is anything blocking the line of sight (friendly
characters, enemy characters, solid terrain such as forest or a
building) then the shot cannot be taken and another target must
be selected or the firing abandoned. Vehicles can see through
friendly characters and any non solid terrain such as forests but
enemy characters and buildings block their shots as normal.
A character may make one shot per shooting action (meaning
if both actions are elected to be shooting the second shot suffers
the stated negative modifier). Note that Infantry Support
Weapons which are not mounted on vehicles cannot move and
fire at the same turn.
When making the shot check as above if its possible then roll a
D6 dice and apply all relevant modifiers from this list:

EXAMPLE
Tom decides to fire upon John's Infantry Squad with his Elan 5 Light
Vehicle character. He is within a range of 12 inches to the squad leader
of the eight enemy characters (you must always measure to and target
the squad leader when attack squads). He has a Light Vehicle
Automatic Weapon with an optimum range of 10 inches so he is over
optimum range but less than double it so that's a -1 penalty straight
away. He consults the modifier list for firing. He sees that no other
modifiers apply to him. So he needs to roll a 5 or 6 to hit. He rolls...a
6..a hit!
When a squad declares a firing action then EACH member of
the squad chooses a target and performs a fire action on his
own OR the whole squad fires at one target chosen by the squad
leader (use that character for possibility of the shot such as the
range and modifiers) gaining a modifier at the cost of multiple
target choice.
Make all attacks for the whole squad before moving on. We
recommend entire squad single target firing for larger games
of USE ME.
When firing at a single character then your shots will miss or
hit that target but when you are shooting at a squad of any type
then the process is a little different. When shooting at a squad
all shots must be targeted at the squad leader miniature and
not at the other members of the squad. Resolve all shots before
moving on.

EXAMPLE
Johns squad of eight Elan 2 Infantry characters are firing at Tom's
squad of six Elan 4 Infantry characters. John is in woodland (difficult
terrain) but Tom's men are out in the open on a road (excellent
terrain). The range is 7 Inches from John's squad leader to Tom's
squad leader. John consults the modifier table for ranged firing. He is
within optimum range for standard rifles but not under half that, so
no modifier then, his target is in excellent terrain so that is a +1
modifier, his Elan is 2 so that is a -1 modifier, the whole squad is firing
at one target (the enemy squad in targeting its squad leader) so that
is a +1. This makes a net +1 overall. He rolls EIGHT D6, once for
each of his characters and gets these results (needing a 3,4,5 or 6 to
hit with the net +1 to each roll). 1,1,2,3,4,4,6,6 = 5 Hits!
Indirect Fire from characters in the playing area is taken for
each indirect artillery piece they possess (mortars, howitzers,
thrown grenade) and all terrain is ignored but range and other
modifiers apply as normal. Second shots with indirect weapons
and grenades are not allowed. Direct fire weapons are treated
as normal. Grenades are in unlimited supply if paid for and
equipped by an infantry type (not vehicles).
EXAMPLE
Tom possesses a Heavy Vehicle character (a mobile artillery piece
miniature) which is fitted with a Heavy Vehicle Indirect Weapon. The
range to the enemy target (John's Light Vehicle character a light
tank) is 19 Inches. There are two buildings directly ahead which would
make a normal direct shot impossible as you cannot fire through
terrain as stated. But this is no problem for Tom. The shot is worked
out as normal and a hit is scored. Tom then places a 3 Inch round
template over the centre of John's Light Vehicle character. The
template also covers another Light Vehicle of Johns. Tom must now
roll to so if it also is hit.
As long as an indirect / direct weapon (except grenades) has
one crewman attached to it, it may fire. An indirect / direct
weapon which is not a vehicle (such as a light mortar or a heavy
machine gun) must have TWO crew which remain next to it at
all times (these are included in the statistics and points costs
listed) and it must be limbered and moved even if that means
carrying it. Non artillery characters may not operate these
weapons. All firing directed at these targets must be aimed at
the crew and not the weapon.
Grenades and Indirect / Direct fire weapons have an
EXPLOSIVE radius which is listed in the relevant table. If the
explosive radius is not zero, then the target has a template the
size required placed over it and all characters (friendly and
enemy) must roll to see if they are struck also using relevant
modifiers). If a weapon is used with an explosive radius that
rolls to hit and MISSES then you must use deviation to see
where the shot lands.
Deviation on a missed shot which has an explosive radius is
worked out by taking the intended spot for impact and rolls
2D6 dice one after the other.
Note that all directions are given assuming that FORWARD is
the direction the firing character is facing while making the shot
or if no character is present (such as off table support) forward
is the direction AWAY from the play area edge belonging to
the player.
The first roll gives a result of:

1 Forward
2 Forward
3 Forward
4 Right
5 Left
6 Backward
The second roll gives the number of inches in that direction the
shot misses by. Place the template on the new deviated spot
and work out any enemy or friendly hits it gives. Note that in
the case of infantry grenades the maximum distance is three
inches, results of 4,5 or 6 are treated as a result of 3. In the case
of all shots once the attack roll is made and modifiers applied
if the shot is missed then we move on but if the attack hits the
target then you must see if damage takes place.
When shooting at a squad and hits and kills are made, then the
process is slightly different. The player who made the hit can
CHOOSE which of the characters in the enemy squad is
winged, struck, killed etc BUT it may NOT be the squad leader
(privileges of rank!). A squad must always have a leader and
while part of the squad the squad leader is NEVER winged or
struck or killed. All other members of the squad are removed
first which means the squad will break up into single characters
before the squad leader is affected. However once the squad
leader is a single character he is fair game like anyone else!
The possibility of damage and death depends on the
PENETRATION of the attacker's hit against the DEFENCE of
the targets armour and or natural survival abilities. All
weapons have a penetration value and all troops type have a
defence value.

Penetration Value Table


Infantry Weapons against Infantry +0
Infantry Weapons against Light Vehicle +0
Inf Weapons against Heavy Vehicle -1
Inf Wpns against Super Heavy Vehicle -2
Flamethrower vs. Infantry +1
Inf served Veh Wpn (2 Crew)vs Infantry +1
Inf served Veh Wpn (2 Crew) vs Light V +1
Inf served Veh Wpn (2 Crew) vs other Vehicle types -1
Veh Weapons against Infantry and Light Vehicle +2
Vehicle Weapons against Heavy Vehicle +1
Vehicle Weapons against Super Heavy Vehicle +0

Defence Value Table


Infantry +0 (If Armoured Type add +1 against Inf, Inf Support
Wpns & Light Vehicles only)
Flamethrower in Melee +1
Light Vehicle +1 (If Armoured Type add +1)
Heavy Vehicle +2 (If Armoured Type add +1)
Super Heavy Vehicle +3 (If Armoured add Type +1)
Character is Hunker Down +2
(add to any other modifiers above)

The attacker now rolls 1D6 dice and adds the correct
penetration value for their weapon and character type from the
table.
The target also rolls 1D6 dice and adds their defence value for
their character from the table.
Then compare the results;

If the attacker rolls less than or equal


to the target NO EFFECT
If the attacker rolls +1 more than the target
TARGET WINGED
If the attacker rolls +2 more than the target
TARGET STRUCK

EXAMPLE
Elsewhere in the battlefield a squad of five Elan 5 rated infantry
characters belonging to Tom have rolled three hits against an Elan
rated 2 Heavy Vehicle belonging to John. Now its time to see if any
of the hits do some damage. As the squad fired at one target here is
the modifier applied to each; Infantry Weapons against a Heavy
Vehicle -1. Johns vehicle has a net +2 for being Heavy (it does not
count as Armoured so no additional +1 there). Tom rolls three D6
and adds his +1 to each for Penetration results......
John rolls an equal number of D6 (three) for Defence adding his +2
bonus to defend against the shots; declaring as he rolls each of them
which of Tom's rolls it is to oppose. First opposing roll Tom 4, John
4 = NO EFFECT. Second opposing roll Tom 6, John 5 = TARGET
WINGED. Now on the third roll this is important a John's character
is now damaged; the opposed roll is...Tom 3, John 2 = TARGET
WINGED. Disaster for John as the two WINGED results are now
combined and the character counts as STRUCK. He places a struck
marker next to his miniature.

If the attacker rolls +3 or more than the target


TARGET KILLED
Place the correct marker next to the target or if the target is
killed replace the miniature with a special casualty miniature
or place it on its side in the same place in the playing area; its
out of the game.
WINGED characters may continue to act as normal but suffer
an additional -1 to all firing and other combat actions.
Another hit with a winged result makes the character act as
STRUCK instead. STRUCK characters suffer the same effects
as being WINGED however they may now also only make one
action per activation and treat all movement as if in DIFFICULT
terrain.
Another hit of WINGED or STRUCK on the character results
in it being KILLED.
Aircraft and Helicopters are destroyed on a STRUCK result as
well as a KILLED result; they simply crash into the ground.
Characters carried in a transport of any kind suffer the same
result of being hit as their transport does.

Weapon Type and Optimum Range


(Table in Inches) (Explosive Radius)
Infantry Side Arms 4 Inches (0)
Infantry Standard Rifle 8 Inches (0)
Infantry Superior Rifle 10 Inches (0)
Infantry Heavy Weapon 10 Inches (1)
Infantry Grenade 4 Inches (1)
Infantry Support Direct Vehicle Weapon
(Crew of Two) 16 Inches (1)
Infantry Support Indirect Vehicle Weapon
(Crew of Two) 20 Inches (1)
Light Vehicle Automatic Wpn 10 Inches (1)
Light Vehicle Cannon 16 Inches (1)
Light Vehicle Indirect Wpn 20 Inches (1)
Heavy Vehicle Automatic Wpn 20 Inches (1)
Heavy Vehicle Cannon 30 Inches (2)
Heavy Vehicle Indirect Wpn 40 Inches (3)
Super Heavy Vehicle Auto Wpn 30 Inches (2)
Super Heavy Vehicle Cannon 40 Inches (3)
Super Heavy Indirect Weapon 50 Inches (4)
Note: All ranges measured from centre of firing character
to centre of target. Minimum range applies only to heavier
weapons and is stated above in brackets.

MELEE COMBAT
Melee or close combat can only occur when two characters are
in contact. Contact is defined as the bases of the characters
physically touching after one character moves into and against
the other.
Melee is declared as a first or second action and is then resolved
EXACTLY the same way as ranged fire except that the target
is AUTOMATICALLY hit and you move straight onto the
Penetration verses Defence values D6 roll plus relevant
modifiers.
Rolls are compared then if applicable, the losing character
places a marker for winged, struck or killed. THIS MUST BE
THE CHARACTER IN BASE TO BASE CONTACT there is no
free choice in melee. If the target is missed or not killed it may
IMMEDIATELY make ONE melee attack straight back against
its attacker.
This does not count towards that characters actions for the
turn. In the case of squads in melee only the characters who are
in contact with an enemy character (who is in a squad or not)
may make a close combat attack. This is resolved as normal.
If the squad leader is involved in melee and is effected then, as
with ranged fire, the effect is passed on to any other member
of the squad of the controlling players choice. There is a limit
of four on one target for melee meaning no target may ever be
attacked by more than four characters in one turn.
EXAMPLE
Two squads of five get into a tussle and melee combat is begun when
Tom moves his Infantry into base to base contact with John's.
Arranging his characters within 3 inches of the squad leader he brings
three of them into contact with three of John's characters including
his squad leader. The modifiers to both sides are worked out and the
same modifier applies to ALL three melee attacks as they are in the
same squad.
There are no modifiers as both sides are Infantry with Infantry
weapons, neither is Hunkered Down and none of them are WINGED
or STRUCK. Tom rolls a 4,6,6 and to oppose it John rolls a 5,4,2. This
means a net result of -1 on the first melee (NO EFFECT), +2 on the
second (STRUCK) and +4 (KILLED) on the last.

So Johns first character is unaffected, the second takes a struck marker


and the third (which happens to be the squad leader) is killed. However
as the squad leader cannot be killed in a squad John elects to move the
kill result to the character with the struck result (well he was near
dead anyway!).
This now means that John can elect to strike back right away in melee
with the No Effect result character and the squad leader.

HUNKER DOWN
A character of any Infantry or Light Vehicle type, except for
Aircraft and Helicopters, may declare its entire actions for its
activation to be Hunker Down. No Heavy Vehicle or Super
Heavy Vehicle or Aircraft may ever hunker down.
Once the character has declared itself to be hunkered down
then it gains the listed benefits until its next activation. It may
not move or fire but may defend itself in melee as normal if
attacked. Place a marker next to the character.
This effect lasts ONE turn; UNTIL THE CHARACTER IS
ACTIVATED AGAIN. A squad can hunker down if the squad
leader chooses it to do so. Place a marker next to each character
to show the effect. However the ENTIRE squad must take this
action or it is not in effect for any character in the squad.

SPECIAL ACTION
While the USE ME rules do not require any special actions some
players wish to include them in their games. You can see the
advanced rules for details of these. All special actions listed in
the advanced rules are used in play at this point by characters
if they are able to do so.

UNIQUE ACTION
A unique action can only take place when a scenario has it
included. For example if your game requires that a bomb is
placed that is a unique action. Or that a notable personality is
rendered unconscious, that is also a unique action.
These should be agreed by players before the game commences.

Once all characters have been activated and chosen their actions
and the outcomes of all those actions have been played, then
the In Play Phase ends for the turn and the Off Table Action
Phase begins.

USE M E
Ultra Simple Engine
Miniature Engagements

The Off Table Action Phase

This phase is not required for the typical game of USE ME and
should be skipped unless you wish to add elements to your
play which are included here.
These elements should be agreed and worked out before the
game begins. See below. In this phase all off table artillery and
air support can be called in. Also any characters who enter the
game late, such as paratroopers, get their chance to join the fray.

Long Range Artillery Support


If your force has chosen this option then secretly nominate a
spot on the playing area and note it down. That is it for this
Turn. In the next turn, in this phase, the artillery strike lands.
Show the written note of the target location to your opponent
and then take a four (4) inch round template and place it with
its centre on the named spot. Then roll 1D6 dice. On a result of
4,5 or 6 the strike lands exactly where it is supposed to. On a
result of 1,2 or 3 it deviates using the already outlined deviation
rules. Work out all hits as normal assuming the artillery strike
to have a Penetration value of +3 against ALL types of
characters. Unless otherwise stated this is a ONE use per take
support option per game.

Inserting Additional Forces


If you have decided in your mission to have characters brought
in after the first turn of play then it is done in this manner. All
characters of any type including Aircraft and Helicopters roll 1D6 at this point in the turn if the player wishes them to
enter.
On a result of 4,5 or 6 they appear at the players own edge of
the playing area anywhere along it. On any other result they
enter at this point in the NEXT turn. Only one roll is taken per
character, one per squad or one per transport which includes
the characters inside it. If you have chosen to have Paratroopers,
then they may insert ANYWHERE in the playing area. Make a
D6 roll as above and on a successful roll place the characters
where you wish, this includes melee. On a failed roll, use the
Deviation rules (given for grenades and other indirect
weapons) to determine deviation from their drop location; on
a 6 they are killed on landing. Any Infantry may be
Paratroopers. This support costs: 3 per character elected to use
this mode of insertion.

This support costs: 20

High Level Air Support


If your force has chosen this option then you may place three
two (2) inch templates anywhere in the playing area. However
these templates must be in a straight line and must be between
three and six inches apart to represent the strafing run of the
aircraft. Roll a D6 dice as with an artillery support hit and
follow the rules for hitting and possible deviation. Work out
hits as normal assuming the air strike to have a Penetration
value of +2 against ALL types of characters. Unless otherwise
stated, this is a ONE use per take support option per game.
This support costs: 20

Satellite Briefing
If your forces have chosen this option then in turn one of the
game place two (2) inch templates, per use, anywhere in the
playing area. Any enemy character whose base is FULLY
covered by the template is affected by this option. Any
character who is under the template loses all actions for the first
turn when activated. Activation passes them over for the next
eligible character. This support represents intelligence given
before combat by high technology. Unless otherwise stated this
is a ONE or TWO use per take support option per game.
This support costs per use: 15

CONSOLIDATION PHASE
At this point in the turn remove all of the killed miniatures and
no longer needed markers. This tidies up the playing area. Also
at this time see if its the end of the game, the last turn or if the
stated scenario objective is met by one side or another.
If its not the end of the game then begin the next turn with the
initiative phase and continue on.
END

USE M E
Ultra Simple Engine
Miniature Engagements

ADVANCED RULES

These following mechanics are not required for the USE ME


game but can be added if you wish for a more involved
experience during play. Insert them at the correct place in the
phases of the turn.
Special Actions
Each of the special actions described here are made use of in
the 'In Play' phase of the game turn. Each has a description
along with possible character types who can choose it and the
cost to each of doing so.
Anti-Aircraft: This character's weapon was specifically
designed to target low-flying Aircraft, and thus ignores the -2
penalty for firing at aircraft. This Special Action can be assigned
to any character, including Infantry, Vehicles and even Aircraft
or Helicopters. When assigning to a character add 20%
rounding up to the nearest 1 to the cost of the complete character.
Anti-Tank: This character is equipped with specialized antitank weapons, such as anti-tank grenade launchers (such as the
RPG-7 or Sagger), designed to penetrate heavy armour. This
character will therefore gain a +1 bonus to Penetration against
Heavy and Very Heavy vehicles. This Special Action is only
available to Infantry and Infantry Support characters. When
assigning to a character add 25% rounding up to the nearest 1
to the cost of the complete character.
Communications Specialist: Any character type may elect to
add the Communication Specialist to their profile. The cost is
6 for Infantry, 9 for Light Vehicle, 12 for Heavy Vehicle and 16
for Super Heavy Vehicle type. Add this during the character
construction, before play begins and note it on the Force Roster.
Comm Specials make information their trade and are able to
better relay orders and to anticipate enemy actions in a battle.
The range of comms cover is 6 Inches and in play if any of your
characters are within this distance of a Communications
Specialist they no longer suffer penalties for ANY SECOND
taking of the SAME ACTION in a turn.
Guerilla: This character is a guerilla fighter, usually of local
origin, who is intimately familiar with the lay of the land and
with the best ways to traverse the area's obstacles. This
character ignores the movement penalties for DIFFICULT
terrain, but still enjoys all the benefits of such terrain, as well
as the movement benefits of EXCELLENT terrain. When
assigning to a character add 10% rounding up to the nearest 1
to the cost of the complete character.
Hero: This character is a legend among his forces, a terrific
soldier or a vehicle which has survived many campaigns. This
character may roll 1D6 each time if suffers a KILLED result in
combat, on a result of 6 it is merely STRUCK, on a result of 5 it
is WINGED, on a 4 it is unharmed. On any other result it is
killed as normal. This special action takes place automatically
when needed in the turn. When assigning to a character add
25% rounding up to the nearest 1 to the cost of the complete
character.

Improvised Grenade: This character is equipped with an


unreliable home-made grenade. While this Improvised
Grenade works like an ordinary grenade in most respects, when
the character attacks with the Improvised Grenade, roll 1d6; if
the result is 5, the grenade will be a dud and will cause no effect;
if the result is 6, the grenade explodes centred on the thrower.
Only Infantry characters equipped with Grenades may take
this Special Action, and they will cost only 75% of their normal
cost (round down).
Medic: This character may tend to wounded Infantry
characters, trying to bind their wounds and get them back to
fighting shape. The Medic must come into base contact with a
wounded character in order to apply first aid; roll 1d6, with a
modifier of -2 if the wounded character is STRUCK. On a
modified roll of 4, 5 or 6, the character's wounds are reduced
by one level a WINGED character returns to normal health,
and a STRUCK character is reduced to WINGED. First aid may
only be applied once to each character during any single game.
When assigning to a character add 25% rounding up to the
nearest 1 to the cost of the complete character.
Night Vision: This character is equipped with night-vision
devices and therefore ignores the penalties of Darkness. When
assigning to a character add 10% rounding up to the nearest 1
to the cost of the complete character.
Minesweeper: This character is equipped with mine-detecting
equipment and can find out and mark mines, allowing other
characters to move through a minefield with safety. See Mines
below. When assigning to a character add 10% rounding up to
the nearest 1 to the cost of the complete character.
Reactive Armour: This character possesses an ablative reactive
armour system built to counter anti-tank weapons. The FIRST
time the character is hit and damaged (WINGED, STRUCK or
KILLED), the reactive armour ablates and the hit is discarded.
This occurs regardless of the result of the hit, if it has WINGED
or STRUCK or KILLED; NO DAMAGE results do not activate
the Reactive Armour. One use only per game. This special
action takes place automatically when needed in the turn. Only
Armoured-type Vehicles may take Reactive Armour. When
assigning to a character add 15% rounding up to the nearest 1
to the cost of the complete character.
Sniper: This character has advanced equipment and abilities to
make more accurate shots in combat. In the in play phase the
character may make one shot per activation at a target with a
+1 modifier. Any other shot in that activation is as normal.
When assigning to a character add 10% rounding up to the
nearest 1 to the cost of the complete character.
Suicide Bomber: This character is rigged with explosives and
may explode in any activation when the controlling player
decides so. If it is an Infantry figure, when it explodes replace
the miniature with a 2'' template centred on its location; any
character within the template is automatically hit with a
Penetration of +0. If it is a Vehicle, when it explodes replace the
miniature with a 4'' template centred on its location; any
character within the template is automatically hit with a
Penetration of +2. This Special Action costs 3 points for Infantry
and 6 points for Vehicles.
Imported Insurgent: This character has been brought into the
conflict zone and while dressing and acting like the locals he is
a fully trained professional fighting for a cause. As a result of
this the character may add +1 Inch to the range of any weapon
they use. Better accuracy. The cost for this is 5% rounding up
of character total points.

SPECIAL CHARACTER TYPES


The basic rules given in this booklet should be sufficient to
cover most Modern infantry and vehicles, from soldiers to
marines and trucks to the heaviest tanks.
However, several character types need a little bit of additional
ruling in order to be effectively represented on the gaming table.
Aircraft: The main aircraft that should be represented by USE
ME MODERN WARFARE characters are ground-attack aircraft
such as the A-10 Thunderbolt II and Sukhoi Su-25; heavier
aircraft, such as most bombers, should be represented by the
High-Level Air Support rules.
Aircraft are represented by Light Units, at least with a Move
Rate of 8'', and must always use at least one action per
activation for movement, and must move at least one full
movement allowance per activation; they may be armoured if
it fits the given unit. Aircraft may be armed with either Light
Vehicle Automatic Weapons(representing machineguns) or
Light Vehicle Cannons (representing bombs or rockets).
Helicopters: Helicopters should be represented by Light
Vehicles and may be armoured. Helicopters may move as
desired by the controlling player and may even hover in one
place, but are relatively easy targets for incoming fire from
ground units, as described under the Ranged Fire section. Note
that in order to load or unload troops, a troop carrying
Helicopter has to hover in place for a complete Activation.

SPECIAL CASES
Special Cases in play are part of the game and you can apply
any of these which follow to your missions. All players should
make the selection before the game begins and agree on which
special cases are included.

Characters Firing for Suppression in Play


If this optional rule is in play it applies to ranged weapon fire
for all players. Suppression is about keeping the enemys head
down, stopping them moving and from returning fire upon
you! When a character of any type declares a ranged fire action
they must announce SUPPRESS otherwise the firing proceeds
as normal.
When firing to suppress you declare a target as normal and roll
to hit as normal except you gain a +1 bonus to hit (for an
unmodified shot that means a requirement for a roll of 3,4,5,6
instead of the normal 4,5,6); its easier to suppress than to kill.
Templates act as normal so larger weapons can suppress many
enemy characters. If a character is hit by a suppress shot then
they LOSE ONE ACTION from their next activation. If hit by
TWO suppress shots then they lose BOTH ACTIONS from their
next activation. Super Heavy Vehicles may never be suppressed
and Infantry may only suppress other Infantry and Light
Vehicles.
A character may not be suppressed more than twice at any time
though it is possible with enough fire to prevent a character
from ever activating during play!

Advanced Machine Gun Rules


The basic USE ME MODERN rules treat machine guns
(represented by Infantry Heavy Weapons, Direct Fire Infantry
Support Weapons and Vehicle Automatic Weapons) as
ordinary weapons, capable of attacking one 1'' template per
action. However, for added realism and flavour, it is possible
to portray them as cone area attacks.
For Infantry Heavy Weapons, Direct Fire Infantry Support
Weapons and Light Vehicle Automatic Weapons which
represent machine guns, instead of using the ranges given in
the basic rules, use a 8 Inch cone template with its sharp end
placed towards the firing unit. For Heavy Vehicle Automatic
Weapons and Very Heavy Vehicle Automatic Weapons, use a
12 Inch cone template instead. All characters whose bases are
touched by the template or covered by it are attacked as usual;
resolve penetration as normal.
Mines and Minefields
Minefields are purchased in 5'' by 5'' square markers. Minefields
come in two varieties: Anti-Personnel (costing 5 points per 5''
by 5'' square) or Anti-Vehicle (costing 10 points per 5'' by 5''
square); they are placed on the table by the controlling player
as desired before the game's start.
When a character of any kind passes through an Anti-Personnel
Minefield, roll 1d6; on a roll of 3 or more, a mine explodes; place
a 2'' burst marker centred on the character (for the ease of play,
assume that the character has stopped in the middle of the
minefield); any character caught in the blast is attacked with
+1 Penetration. When a vehicle (but not infantry) passes
through an Anti-Vehicle Minefield, roll 1d6; on a roll of 3 or
more, a mine explodes; place a 3'' burst marker centred on the
vehicle (for the ease of play, assume that the vehicle has
stopped in the middle of the minefield); any character infantry
included - caught in the blast is attacked with +3 Penetration.
Mines could be detected or flagged by any character with the
Minesweeper Special Action. Sweeping for mines in a 5'' by 5''
Minefield take two full Activations, but afterwards allow
characters to move through the Minefield unharmed.
Night and Darkness
If the players agree on a scenario which is set at night or
otherwise in darkness, halve all weapon ranges, except for units
which are equipped with the Night Vision Special Action.

THE MEDIA
Today's battlefields are closely observed by the media,
providing the world's readers and viewers with gruesome
entertainment of sorts and bringing to public light the deeds
and misdeeds of the combatants involved.
In game terms, place the Media team, or reporter, on the table;
treat them as Infantry (in some cases Armoured), but they
usually stay in the same location for the short time represented
by a USE ME MODERN battle.
The Media's effects are determined by the scenario at hand. In
most cases, Western forces will have a secondary objective of
avoiding harming the Media team and avoiding hurting
civilians in the Line of Sight of the Media team; non-Western
forces, such as China, Iran or North Korea, simply don't care;
and terrorists might have a secondary objective of kidnapping
or killing the Media team, or blowing up stuff in their Line of
Sight for propaganda purposes!
Typical Media events will be along the line of a three character
team, one presenter, one camera operator and one sound
operator who will all attempt to remain within one inch of each
other at all times. They will attempt to get within twenty inches
of a firefight or casualty and to film it for one turn before
moving on.
It is up to the players to embed the media team with a force
and to assign scenario conditions beyond not killing the team
or harming civilians in their line of sight.

CIVILIANS

IN

USE ME MODERN

Many modern battlefields involve civilians, be they innocent


bystanders in an urban fight or hostages threatened by
terrorists or insurgents. These rules allow for a civilian
population to be represented in USE ME MODERN. Civilians
are weak and slow, they are unarmed and defenceless not
much cop in a firefight eh!
Civilians can operate as single characters or in normal sized
squads with a leader as normal. They are almost always
Infantry but they can also be Light Vehicle (cars or trucks being
used to flee etc); they may never have weapons, they may never
be armoured. They have a cost which is reduced by 50% when
being constructed. They have an Elan of 1, they may move at
a rate of 2 or 4 for Infantry type and 2,4 or 6 for Light Vehicle
type. Civilian characters may not Hunker Down. They may
never attack but will defend as normal in melee.
One player has responsibility for all civilian characters of all
types and should list then on a Force Roster and act for them
in play. Scenario design will dictate your scenario objectives
though these will almost always be to defend the civilians or
to escort their flight from the battle.
You will lose a game normally for allowing them to all be killed
or capturedor perhaps a percentage of the civilians if you are
feeling generous!
Random Movement for Civilians in USE ME
For an amusing game with two players you can make the
civilians act using their random movement system which
reflects what REAL humans will do in a battle. As before create
the civilians are created and placed on a Force Roster. They are
put into play BEFORE both armies are set up and will be in
places suited to civilians such as urban areas, buildings, parks,
churches and so forth. Typically they will be in two or three
large groups dependant on game size. When play begins when
it becomes the time for civilians to activate they will behave as
follows.
1. They will always move directly away from ENEMY
characters if they are able.
2. They will always move towards FRIENDLY characters if they
are able.
3. If fired upon at all (by a shot that could have killed them)
they will act as if suppressed this turn.
4. FRIENDLY characters may fire for suppression on civilians.
If they do the civilians will then flee from them as ENEMIES.
5. FRIENDLY characters may use an action called OVER HERE.
This action is automatic and extends eight inches from any
character type and it results in all civilian characters within
range moving into base to base contact with that character as
soon as possible. They will then follow them unless fired upon
when point 3 or 4 is applied.

USE M E
Ultra Simple Engine
Miniature Engagements

SOLO PLAY USE ME RULES

It is not always the case that you will have access to another
living, thinking and willing human being with which to have
a quick game of USE ME. If this is the case and you wish to play
on your own the following solo rules come into use. It should
be kept in mind that due to space constraints, a certain degree
of common sense is required when using the solo rules. In odd
situations unforeseen by these rules the tossing of a coin should
always supersede the rules as listed here. Your characters
should behave in a manner that suits them in the game you are
playing.
The Solo rules have been written concisely and are intended as
general instructions for directing the actions of your "robot"
opponent. Feel free to modify, replace or completely ignore any
rules you see here.
USE ME Solo Rules
When playing a Solo game you should follow the rules and
process laid out as follows. Every game will have a rating of
A, B, or C for each side.
A is for the side which is generally the aggressor. B is for when
both sides are generally trying to obtain the same objective such
as a meeting engagement or trying to secure a piece of terrain
in the middle of the table. C is for the side that is acting as the
defender in a given scenario.
Given this knowledge, you must roll here to determine the
general aggression level. Use a D6 dice:
D6 Roll Roll Result:
Rating A 1 to 4 Aggressive, 5 Neutral, 6 Defensive
Rating B 1 to 4 Neutral, 5 Aggressive, 6 Defensive
Rating C 1 to 4 Defensive, 5 Neutral, 6 Aggressive

The 'robot' player activates his characters on elan rating first


and then secondly by the closest character or squad to the
enemy i.e your forces. The behaviour of the 'robot' player is
based on the aggression level rolled up for him. Consult the
correct rating from the three here and use it for the whole game:
Aggressive
Characters will at all times attempt to move into optimum
weapons range of the closest enemy target. They will continue
to fight this target until it is killed or they are. A new target
will then be chosen. Infantry will attempt to fight infantry over
vehicles when given the choice and vehicles will attack any
target. Characters will fire when in optimum range only. If an
enemy can be brought into close combat this will be done over
firing as an activation. Characters will never hunker down. In
general the character will prioritise attack over all other
concerns.
Neutral
Characters will take a balanced approach to contact with the
enemy. They will use one action per activation for movement
towards the nearest foe and the other for firing once in
optimum range. Cover will be sought and characters will
attempt to prioritise easier enemies when possible meaning
infantry will seek infantry over vehicles and vehicles will seek
over vehicles over infantry. Close combat will be initiated if in
range of a single movement otherwise ranged firing.
Characters taking fire will hunker down and this will draw in
the nearest friendly character in support. In general this force
will meet the objective while taking some risks.
Defensive
Characters will attempt to hold their positions and or find cover
at all times. If they can make an attempt at firing they will take
it over movement even at more than optimum range. If not
firing or seeking cover they will if able hunker down. If an
objective requires movement to take it this will be done by the
whole force to 'sit on the objective'. They will avoid close
combat by retreating ONCE and then attack in close combat.
In general they will attempt to meet their objective without loss
of life on their part.

Aggressive
The figures in the enemy force will generally attempt to engage
in hand to hand and will abandon safety for the opportunity
to inflict damage on your men.
Neutral
The enemy force will try to balance attacking and keeping itself
alive.
Defensive
Will have a tendency to stay put or search for cover and attack
you from afar.
The enemy force in these basic solo rules will always consist of
a points or cost within 10% of your own force. They will be
armed with weapons and have elan ratings that MAKE SENSE
for the miniatures you have. They may or may not have one
lot of Off Table Support. You may group infantry characters
into squads if the size of the game makes it reasonable. During
play you follow the normal rules for setting up and for each
turn sequence. You activate and use your own forces as normal.
However when the 'robot' player activates his characters here
is the process.

Ending a USE ME Solo Game


A solo game should be set to last ten turns or for a specific
objective. The game ends when the turns expire, the enemy or
your forces flee or all perish, or the objective is met. Determine
your victory conditions before play begins. Most two player
scenarios can easily be used for Solo Play by changing the
Defending or Attacking player for the solo rules and you taking
the other position.

USE M E
Ultra Simple Engine
Miniature Engagements

THE CHARACTER TYPE


RATE AND COST TABLES

Statistics & Choices

Infantry

Light Vehicle

Heavy Vehicle

Super Heavy Vehicle

Elan Rating 6

12

15

19

25

Elan Rating 5

11

14

20

Elan Rating 4

10

14

Elan Rating 3

Elan Rating 2

Elan Rating 1

Move rate 2 per Action

Move rate 4 per Action

Move rate 6 per Action

12

Move rate 8 per Action

10

13

18

Move rate 12 per Action

12

20

Move rate 16 per Action

16

Statistics & Choices

Infantry

Light Vehicle

Heavy Vehicle

Super Heavy
Vehicle

Vehicle Automatic Weapon

Vehicle Cannon

10

Vehicle Indirect Weapon

12

13

Side Arms

Standard Rifle or
Sub Machinegun

Superior Rifle

Heavy Weapon

Grenade

Direct Support Weapon


(2 Crew)

15

Indirect Support Weapon


(2 Crew)

18

ARMOURED

This is a simple and robust costing system for all character


types. You will find it fair and easy to use. Feel free to ignore
it if your missions are narrative and campaign based.
In the character type rates and costs table are presented the
formula for the choices open to each type of character in terms
of Elan rating, Movement rate in Inches, possible choices of
ranged weapon and the cost of making that character
'armoured'. If the entry running down the table for your choice
of character is BLANK then you may NOT choose it.
If the entry contains a number this is the COST you must pay
to equip the character with that rate or weapon etc. Total the
cost for all elements of your character to give total cost. Every
character must have an Elan rating, a movement rate and a
weapon choice made (though characters may have more than
weapon if they pay the cost for it).

EXAMPLE
Mark wants to make up a platoon sized force to go with his group of
U.S. Marines infantry miniatures and his three M1 Abrams tanks.
To this end he decides on three Heavy Vehicles, three eight-character
Infantry Squads, and one four-character Infantry Squad (the
command team). Each of the vehicles will be the same and each of the
squads will be the same, except for the command team. Here is how
he does it with costs in brackets; Infantry Character, Elan 5 (8), Move
4 Inch (3), Armoured (1), Rifle (2), and Grenade (2) for a total of 16
per character. This means a cost of 16 x7 =112 for the seven riflemen
in each squad, as well as 16 for one soldier for each squad equipped
with a SAW, for a total of 128 per squad. Then a total of for all three
squads is 384. The four-character Command Team costs 16x4 = 64.
Heavy Vehicle Character, Elan 5 (14), Move 8 Inch (13), Vehicle
Cannon (7), Vehicle Automatic Weapon (5), Armoured (8) for a total
of 47 per Heavy Vehicle; this is multiplied by x1.15 for added Reactive
Armour for a final cost of 55. Then a total of 165 for all three vehicles.
He then decides to take a Long Range Artillery Support option for
cost 20. The total cost of his force therefore is 633 points.

FORCE LISTS
The following lists represent various combatant forces in our
modern world in USE ME MODERN stats. These lists have
been composed of data openly available on public, international
internet sources such as Wikipedia and do not seek, in any way,
to reveal anything which is confidential.
The data is geared towards ultra-modern forces of the early
21st century.

United States of America


U.S. Army Rifleman Infantry (Armoured), Elan 4, Move 4, Rifle, Grenade. 14 points.
U.S. Army SAW or M203 Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
U.S. Army M-136 AT4 Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
U.S. Army Sniper Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Sniper. 15 points.
U.S. Army .50-cal HMG - Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
U.S. Army Javelin Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
U.S. Army Stinger Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Aircraft. 30 points.
U.S. Army HMMWV Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
U.S. Army HMMWV Avenger Light Vehicle, Elan 4, Move 12, Cannon, Anti-Aircraft. 29 points.
U.S. Army M813 Truck Light Vehicle, Elan 4, Move 12. 20 points.
U.S. Army HEMTT Truck Heavy Vehicle, Elan 4, Move 12. 30 points.
U.S. Army M113 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
U.S. Army M3 Bradley Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
U.S. Army Stryker ICV Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.
U.S. Army M1 Abrams Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Auto Wpn, Rrct Arm. 50 points.
U.S. Army M109A6 Paladin Heavy Vehicle (Armoured), Elan 4, Move 6, Indi Weapon, Auto Wpn. 40 points.
U.S. Army UH-1 "Huey" Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
U.S. Army AH-64 Apache Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
U.S. Army UH-60 Black Hawk Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
U.S. Marines Rifleman Infantry (Armoured), Elan 5, Move 4, Rifle, Grenade. 16 points.
U.S. Marines SAW or M203 Infantry (Armoured), Elan 5, Move 4, Heavy Weapon. 16 points.
U.S. Marines M-136 AT4 Infantry (Armoured), Elan 5, Move 4, Heavy Weapon. 16 points.
U.S. Marines Sniper Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Sniper. 18 points.
U.S. Marines .50-cal HMG - Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 4. 27 points.
U.S. Marines Javelin Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 4, Anti-Tank. 34 points.
U.S. Marines Stinger Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 4, Anti-Aircraft. 33 points.
U.S. Marines HMMWV Light Vehicle, Elan 5, Move 12, Automatic Weapon. 26 points.
U.S. Marines M813 Truck Light Vehicle, Elan 5, Move 12. 23 points.
U.S. Marines HEMTT Truck Heavy Vehicle, Elan 5, Move 12. 34 points.
U.S. Marines LAV Light Vehicle (Armoured), Elan 5, Move 8, Automatic Weapon. 26 points.
U.S. Marines LAV-AT Light Vehicle (Armoured), Elan 5, Move 8, Cannon. 27 points.
U.S. Marines LAV-M Mortar Light Vehicle (Armoured), Elan 5, Move 8, Indirect Weapon. 29 points.
U.S. Marines M113 Light Vehicle (Armoured), Elan 5, Move 8, Automatic Weapon. 26 points.
U.S. Marines M1 Abrams Heavy Vehicle (Armoured), Elan 5, Move 8, Cannon, Auto Wpn, Rec Arm. 48 pnts.
U.S. Marines M109A6 Paladin Heavy Vehicle (Armoured), Elan 5, Move 6, Indir Wpn, Auto Wpn. 44 points.
U.S. Marines UH-1 "Huey" Light Vehicle (Helicopter), Elan 5, Move 12, Automatic Weapon. 26 points.
U.S. Sniper Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Sniper. 17 points.
U.S. Special Forces UH-1 "Huey" Light Vehicle (Helicopter), Elan 6, Move 12, Automatic Weapon. 30 points.
U.S. Special Forces MH-6/AH-6 "Little Bird" Light Vehicle (Helicopter), Elan 6, Cannon, Automatic Weapon. 34 points.
A-10 Thunderbolt II Light Vehicle (Aircraft), Elan 5, Move 16, Cannon, Automatic Weapon. 34 points.
U.S. Special Forces Trooper Infantry (Armoured), Elan 6, Move 6, Rifle, Grenade. 22 points.
U.S. Special Forces SAW or M203 Infantry (Armoured), Elan 6, Move 6, Heavy Weapon. 22 points.
U.S. Special Forces M-136 AT4 Infantry (Armoured), Elan 6, Move 6, Heavy Weapon. 22 points.
U.S. Special Forces Sniper Infantry (Armoured), Elan 6, Move 6, Superior Rifle, Sniper. 24 points.
U.S. Special Forces Javelin Infantry Sup Weapon (Direct) (Armoured), Elan 6, Move 6, Anti-Tank. 42 points.
U.S. Special Forces Stinger Infantry Sup Wpn (Direct) (Armoured), Elan 6, Move 6, Anti-Aircraft. 40 points.
U.S. Special Forces HMMWV Light Vehicle, Elan 6, Move 12, Automatic Weapon. 30 points.

Federal Republic of Germany


German Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
German G4 Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
Panzerfaust 44 or Panzerfaust 3 Infantry (Armoured), Elan 4, Move 4, Heavy Weapon, Anti-Tank. 18 points.
German Sniper Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Sniper. 17 points.
German MILAN Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
German MG3 - Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
German Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 4, Move 4. 28 points.
M113 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Marder or Jaguar 2 Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
Marder with Roland Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Auto Wpn, Anti-Aircraft. 33 points.
Luchs or TPz Fuchs - Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.
Gepard Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Anti-Aircraft. 46 points.
Leopard II Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.

French Republic
French Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
French SAW Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
French LRAC Infantry (Armoured), Elan 4, Move 4, Heavy Weapon, Anti-Tank. 18 points.
French Sniper Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Sniper. 17 points.
French MILAN Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
French GPMG - Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
French 60mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 4, Move 4. 28 points.
AMX-10P VCI Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
VAB - Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.
AMX-10P HOT or AMX-10 RC Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Auto Weapon. 27 points.
VAB VPM 81 - Light Vehicle (Armoured), Elan 4, Move 12, Indirect Weapon, Automatic Weapon. 34 points.
AMX-30 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
Foreign Legion Rifleman Infantry (Armoured), Elan 5, Move 6, Superior Rifle, Grenade. 19 points.
Foreign Legion SAW Infantry (Armoured), Elan 5, Move 6, Heavy Weapon. 18 points.
Foreign Legion LRAC Infantry (Armoured), Elan 5, Move 6, Heavy Weapon, Anti-Tank. 22 points.
Foreign Legion Sniper Infantry (Armoured), Elan 6, Move 6, Superior Rifle, Sniper. 24 points.
Foreign Legion MILAN Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 6, Anti-Tank. 36 points.
Foreign Legion GPMG - Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 6. 29 points.
Foreign Legion 60mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 5, Move 6. 32 points.
Foreign Legion AMX-10P VCI Light Vehicle (Armoured), Elan 5, Move 8, Automatic Weapon. 26 points.
Foreign Legion VAB - Light Vehicle (Armoured), Elan 5, Move 12, Automatic Weapon. 31 points.
Foreign Legion AMX-10P HOT or AMX-10 RC Light Veh (Armrd), Elan 5, Move 8, Cannon, Auto Wpn. 30 pts.
Foreign Legion VAB VPM 81 - Light Vehicle (Armoured), Elan 5, Move 12, Indirect Weapon, Auto Wpn. 37 pts.
Foreign Legion AMX-30 Heavy Vehicle (Armoured), Elan 5, Move 8, Cannon, Automatic Weapon. 47 points.

Great Britain
British Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
British LSW Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
British Sniper Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Sniper. 15 points.
British GPMG Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
British MILAN or Javelin Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
British Stinger Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Aircraft. 30 points.
British L9A1 51mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 4, Move 4. 28 points.
Landrover or Panther Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Bedford TK Light Vehicle, Elan 4, Move 12. 20 points.
Mastiff PPV Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Stormer APC Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Stormer HVM Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Anti-Aircraft. 29 points.
Saxon APC Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.

Great Britain
Warrior or Scimitar- Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
Spartan or Sultan Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.
Spartan MCT Light Vehicle (Armoured), Elan 4, Move 12, Cannon, Automatic Weapon. 32 points.
Striker Light Vehicle (Armoured), Elan 4, Move 12, Indirect Weapon, Automatic Weapon. 34 points.
Challenger 1 or 2 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
AS-90 Braveheart Heavy Vehicle, Elan 4, Move 8, Indirect Weapon, Automatic Weapon. 36 points.
Aerospatiale Gazelle Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
Westland Lynx Light Vehicle (Helicopter), Elan 5, Move 12, Automatic Weapon. 26 points.
Royal Marines Rifleman Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Grenade. 17 points.
Royal Marines Infantry (Armoured), Elan 5, Move 4, Heavy Weapon. 16 points.
Royal Marines Sniper Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Sniper. 17 points.
Royal Marines GPMG Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 4. 27 points.
Royal Marines MILAN or Javelin Infantry Sup Wpn (Direct) (Armoured), Elan 5, Move 4, Anti-Tank. 35 points.
Royal Marines Stinger Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 4, Anti-Aircraft. 33 points.
Royal Marines L9A1 51mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 5, Move 4. 30 points.
Royal Marines Landrover Light Vehicle, Elan 5, Move 12, Automatic Weapon. 26 points.
Royal Marines BvS 10 Light Vehicle (Armoured), Elan 5, Move 8, Automatic Weapon. 26 points.
Royal Marines Westland WS-61 Sea King Light Vehicle (Helicopter), Elan 6, Move 12, Auto Wpn. 30 points.
Royal Marines Westland Lynx Light Vehicle (Helicopter), Elan 6, Move 12, Automatic Weapon. 30 points.
SAS Rifleman Infantry (Armoured), Elan 6, Move 6, Superior Rifle, Grenade. 23 points.
SAS LSW Infantry (Armoured), Elan 6, Move 6, Heavy Weapon. 22 points.
SAS Sniper - Infantry (Armoured), Elan 6, Move 6, Superior Rifle, Sniper. 24 points.
SAS GPMG Infantry Support Weapon (Direct) (Armoured), Elan 6, Move 6. 33 points.
SAS MILAN or Javelin Infantry Support Weapon (Direct) (Armoured), Elan 6, Move 6, Anti-Tank. 42 points.
SAS Stinger Infantry Support Weapon (Direct) (Armoured), Elan 6, Move 6, Anti-Aircraft. 40 points.
SAS Landrover or Panther Light Vehicle, Elan 6, Move 12, Automatic Weapon. 29 points.
SAS Aerospatiale Gazelle Light Vehicle (Helicopter), Elan 6, Move 12, Cannon, Auto Weapon. 34 points.
British BAe GR7 Harrier Light Vehicle (Aircraft), Elan 5, Move 16, Cannon, Automatic Weapon. 34 points.

Russian Federation
Russian Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Russian RPK-74 Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
Russian RPG-29 or RPG-32 - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Russian SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
Russian Sniper Infantry, Elan 4, Move 4, Superior Rifle, Sniper. 14 points.
Russian HMG - Infantry Support Weapon (Direct), Elan 4, Move 4. 24 points.
AT-4 Spigot or AT-5 Konkurs Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
GAZ-69 or UAZ-469 Light Vehicle, Elan 4, Move 12. 20 points.
GAZ-66 or GAZ-33097 Light Vehicle, Elan 3, Move 8. 12 points.
Ural-375D or Ural-4320 Heavy Vehicle, Elan 3, Move 8. 20 points.
BMD, BMP or BTR-80A Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
BTR-D, MTLB, BTR-70 or BTR-80 - Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 27 points.
BTR-90 Light Vehicle (Armoured), Elan 4, Move 12, Cannon, Automatic Weapon. 32 points.
BRDM-2 Light Vehicle (Armored), Elan 4, Move 12, Automatic Weapon. 28 points.
BRDM-2 with AT-5 ("Konkurs") Light Vehicle (Armored), Elan 4, Move 12, Cannon, Auto Weapon. 32 points.
9K33 OSA (SA-8 Gecko) Light Vehicle, Elan 4, Move 8, Cannon, Anti-Aircraft. 23 points.
9K35 Strela-10 (SA-13 Gopher) Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Anti-Aircraft. 29 points.
ZU-23-2 Light Vehicle, Elan 4, No Move, Automatic Weapon, Anti-Aircraft. 14 points.
ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 28 points.
2S6 Tunguska Heavy Vehicle, Elan 4, Move 8, Cannon, Automatic Weapon, Anti-Aircraft. 42 points.
T-55 or T-64 Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points.
T-72 or T-80 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
T-72BM, T-80BV ERA or T90 Heavy Veh (Armrd), Elan 4, Move 8, Cannon, Auto Wpn, React Armour. 50 pts.
2S19 MSTA-S or 2S5 Giatsint-S Heavy Vehicle (Armoured), Elan 4, Move 8, Indirect Wpn, Auto Wpn. 44 pts.

Russian Federation
2S7 Pion Super Heavy Vehicle, Elan 4, Move 6, Indirect Weapon. 38 points.
Airborne Rifleman Infantry, Elan 4, Move 6, Rifle, Grenade. 15 points.
Airborne RPK-74 Infantry, Elan 4, Move 6, Heavy Weapon. 15 points.
Airborne RPG-29 or RPG-32 Infantry, Elan 4, Move 6, Heavy Weapon, Anti-Tank. 19 points.
Airborne SA-7 Strela 2 Infantry, Elan 4, Move 6, Heavy Weapon, Anti-Aircraft. 18 points.
Airborne Sniper Infantry, Elan 4, Move 6, Superior Rifle, Sniper. 16 points.
Airborne AT-4 Spigot Infantry Support Weapon (Direct), Elan 4, Move 6, Anti-Tank. 33 points.
Airborne HMG Infantry Support Weapon (Direct), Elan 4, Move 6. 26 points.
Airborne GAZ-69 or UAZ-469 Light Vehicle, Elan 5, Move 12. 23 points.
Airborne BMD or BTR-D Light Vehicle (Armoured), Elan 5, Move 8, Cannon, Automatic Weapon. 30 points.
Spetznaz Rifleman Infantry, Elan 6, Move 8, Superior Rifle, Grenade. 27 points.
Spetznaz RPK-74 Infantry, Elan 6, Move 8, Heavy Weapon. 28 points.
Spetznaz RPG-29 or RPG-32 Infantry, Elan 6, Move 8, Heavy Weapon, Anti-Tank. 35 points.
Spetznaz SA-7 Strela 2 Infantry, Elan 6, Move 8, Heavy Weapon, Anti-Aircraft. 34 points.
Spetznaz Sniper Infantry, Elan 6, Move 8, Superior Rifle, Sniper. 28 points.
Spetznaz HMG - Infantry Support Weapon (Direct), Elan 6, Move 6. 32 points.
Spetznaz AT-4 Spigot Infantry Support Weapon (Direct), Elan 6, Move 6, Anti-Tank. 40 points.
Spetznaz GAZ-69 or UAZ-469 Light Vehicle, Elan 6, Move 12. 27 points.
Spetznaz BTR-90 Light Vehicle (Armoured), Elan 6, Move 12, Cannon, Automatic Weapon. 39 points.
Su-25 or Su-34 Light Veh (Armoured) (Aircraft), Elan 5, Move 16, Cannon, Auto Wpn, Anti-Aircraft. 47 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 4, Move 8. 23 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 5, Move 12, Cannon. 27 points.
Mil Mi-24 or Mil Mi-28 Light Vehicle (Armoured) (Helicopter), Elan 5, Move 12, Cannon, Auto Wpn. 35 points.

People's Republic of China


People's Liberation Army Rifleman Infantry, Elan 4, Move 4, Superior Rifle, Grenade. 14 points.
People's Liberation Army QBB-95 Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
People's Liberation Army PF-89 Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
People's Liberation Army QW-1 Vanguard - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
People's Liberation Army Type-77 or W-85 HMG Infantry Support Weapon (Direct), Elan 4, Move 4. 24 points.
People's Liberation Army PF-98 Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
People's Liberation Army Mortar Infantry Support Weapon (Indirect), Elan 4, Move 4. 27 points.
Type-85 Anti-Aircraft Gun Light Vehicle, Elan 4, No Move, Automatic Weapon, Anti-Aircraft. 14 points.
Type-95 SPAAA - Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 29 points.
HQ-19 Heavy Vehicle, Elan 4, Move 6, Cannon, Anti-Aircraft. 32 points.
Donfeng EQ2050A Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Donfeng EQ2102 Light Vehicle, Elan 4, Move 8. 15 points.
Type-82 Truck Heavy Vehicle, Elan 4, Move 8. 23 points.
Type-63 APC or Type-90 APC or Type-92 APC Light Veh (Armoured), Elan 4, Move 8, Auto Wpn. 24 points.
Type-89 AFV Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 29 points.
ZBD-97 or ZBD 2000 Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
Type-62 - Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 22 points.
Type-69 or Type-79 Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points.
Type-85 - Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
Type-88 or Type-96 - Heavy Veh (Armoured), Elan 4, Move 8, Cannon, Auto Wpn, Reactive Armour. 50 points.
Type-99 - Heavy Vehicle (Armoured), Elan 5, Move 12, Cannon, Auto Weapon, Reactive Armour. 63 points.
PLZ-04 or PLZ-45 Heavy Vehicle (Armoured), Elan 4, Move 8, Indirect Weapon, Auto Weapon. 44 points.
Changhe Z-11, Harbin Z-9, Harbin WZ-9 or CAIC WZ-10
Light Veh (Helicopter), Elan 5, Move 12, Auto Wpn, Cannon. 30 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 4, Move 8. 23 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 5, Move 12, Cannon. 27 points.
Nanchang Q-5 Light Veh (Armoured) (Aircraft), Elan 5, Move 16, Cannon, Auto Wpn, Anti-Aircraft. 47 points.

Republic of China
Republic of China Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Republic of China T-75 LMG Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
Republic of China M-72 LAW - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Republic of China Stinger - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
Republic of China Sniper Infantry, Elan 4, Move 4, Superior Rifle, Sniper. 14 points.
Republic of China M2 HMG - Infantry Support Weapon (Direct), Elan 3, Move 4. 22 points.
Republic of China Javelin Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
HMMWV Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
HMMWV Avenger Light Vehicle, Elan 4, Move 12, Cannon, Anti-Aircraft. 29 points.
M813 Truck Light Vehicle, Elan 4, Move 12. 20 points.
HEMTT Truck Heavy Vehicle, Elan 4, Move 12. 30 points.
M113 or CM-21 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
TIFV CM-32 Light Vehicle (Armoured), Elan 4, Move 12, Cannon, Automatic Weapon. 32 points.
M41D - Light Vehicle (Armoured), Elan 4, Move 6, Cannon, Automatic Weapon, Reactive Armour. 28 points.
M48A3, CM-11 or M60A TTS Heavy Veh (Armoured), Elan 4, Move 6, Cannon, Auto Weapon. 39 points.
M108, M109A6 or M110 Heavy Veh (Armoured), Elan 4, Move 6, Indirect Weapon, Auto Weapon. 40 points.
UH-1 "Huey" Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
AH-64 Apache Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
UH-60 Black Hawk Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.

Democratic People's Republic of Korea


Worker-Peasant Red Guard Infantry, Elan 2, Move 4, Rifle. 7 points.
Worker-Peasant Red Guard Machinegun Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Worker-Peasant Red Guard RPG-7 Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Worker-Peasant Red Guard HMG Infantry Support Weapon (Direct), Elan 2, Move 4. 20 points.
Worker-Peasant Red Guard Mortar Infantry Support Weapon (Indirect), Elan 2, Move 4. 23 points.
Korean People's Army Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Korean People's Army RPK-74 Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
Korean People's Army RPG-29 or RPG-32 - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Korean People's Army SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Hvy Wpn, Anti-Aircraft. 16 points.
Korean People's Army Sniper Infantry, Elan 4, Move 4, Superior Rifle, Sniper. 14 points.
Korean People's Army HMG - Infantry Support Weapon (Direct), Elan 4, Move 4. 24 points.
Korean People's Army Mortar - Infantry Support Weapon (Indirect), Elan 4, Move 4. 25 points.
AT-4 Spigot or AT-5 Konkurs Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
ZSU 57-2 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 28 points.
BTR-152 Light Vehicle, Elan 4, Move 8, Automatic Weapon. 18 points.
Type-63 or VTT-323 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 24 points.
BTR-60 or BTR-80 - Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 27 points.
BMP-1 Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
PT-85 Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
T-55, Type-59 or T-62 Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points.
Chonma-ho Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon, Reactive Armour. 36 points.
Pokpung-ho Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Auto Weapon, Reactive Armour. 50 points.
Koksan (M-1978) Heavy Vehicle, Elan 4, Move 6, Indirect Weapon, Automatic Weapon. 32 points.
Su-25 Light Vehicle (Armoured) (Aircraft), Elan 5, Move 16, Cannon, Automatic Wpn, Anti-Aircraft. 47 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 5, Move 12, Cannon. 27 points.
Mil Mi-24 Light Vehicle (Armoured) (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 35 points.

Republic of Korea
Republic of Korea Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
Republic of Korea K3 LMG Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
Republic of Korea M-72 LAW Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
Republic or Korea Sniper Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Sniper. 15 points.
Republic of Korea K6 .50-cal HMG - Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
Republic of Korea Panzerfaust 3 Inf Sup Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
Republic of Korea Stinger, Javelin or Shingung Inf Sup Wpn (Dir) (Armd), Elan 4, Move 4, Anti-Air. 30 pts.
BMP-3 Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
K-200 or KAAV7A1 or M113 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
K-242A1 Light Vehicle (Armoured), Elan 4, Move 8, Indirect Weapon, Automatic Weapon. 29 points.
K-21 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Reactive Armour. 27 points.
K-263A Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 28 points.
K-30 Biho Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Anti-Aircraft. 30 points.
T-80 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
K1 88 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon, Reactive Armour. 41 points.
K2 Black Panther Heavy Veh (Armoured), Elan 5, Move 8, Cannon, Auto Wpn, Reactive Armour. 48 points.
M107, M109 or M110 Heavy Vehicle (Armoured), Elan 4, Move 6, Indirect Weapon, Auto Weapon. 40 points.
UH-1 Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
H1-1 Cobra Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
UH-60 Black Hawk Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.

Islamic Republic of Afghanistan


Afghan Army Rifleman Infantry, Elan 3, Move 4, Rifle. 9 points.
Afghan Army RPG-7 Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Afghan Army RPK-47 Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
DShK HMG Infantry Support Weapon (Direct), Elan 3, Move 2. 20 points.
AT-4 Spigot Infantry Support Weapon (Direct), Elan 3, Move 4, Anti-Tank. 28 points.
SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Aircraft. 14 points.
HMMWV Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
BTR-152 Light Vehicle, Elan 3, Move 8, Automatic Weapon. 15 points.
BTR-D, MTLB, BTR-60 or BTR-80 - Light Vehicle (Armoured), Elan 3, Move 8, Automatic Weapon. 24 points.
BRDM-2 Light Vehicle (Armored), Elan 3, Move 12, Automatic Weapon. 25 points.
BMP or BTR-80A Light Vehicle (Armoured), Elan 3, Move 8, Cannon, Automatic Weapon. 24 points.
M113 Light Vehicle (Armoured), Elan 3, Move 8, Automatic Weapon. 20 points.
ZU-23-2 Light Vehicle, Elan 3, No Move, Automatic Weapon, Anti-Aircraft. 11 points.
ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 3, Move 8, Automatic Weapon, Anti-Aircraft. 25 points.
T-55 Heavy Vehicle, Elan 3, Move 6, Cannon, Automatic Weapon. 28 points.
M60 Patton Heavy Vehicle (Armoured), Elan 3, Move 6, Cannon, Automatic Weapon. 36 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 3, Move 8. 20 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 4, Move 12, Cannon. 24 points.

Taliban
Taliban Militant Infantry, Elan 4, Move 4, Rifle, Grenade, Guerrilla. 15 points.
Taliban Veteran - Infantry, Elan 5, Move 4, Rifle, Grenade, Guerrilla. 17 points.
Taliban RPK-47 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Taliban RPG-7 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Taliban Sniper Infantry, Elan 5, Move 4, Superior Rifle, Sniper, Guerrilla. 17 points.
Taliban DShK HMG Infantry Support Weapon (Direct), Elan 4, Move 2, Guerrilla. 25 points.
Taliban SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft, Guerrilla. 18 points.
Taliban Suicide Bomber Infantry, Elan 4, Move 6, Sidearm, Suicide Bomber. 15 points.
Taliban AT-4 Spigot or AT-5 Konkurs Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank, Guerrilla. 33 points.
Taliban Technical Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Taliban Car Bomb Light Vehicle, Elan 4, Move 12, Suicide Bomber. 26 points.
Taliban ZU-23-2 Light Vehicle, Elan 4, No Move, Automatic Weapon, Anti-Aircraft. 14 points.
Taliban ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 29 points.
Taliban T-55 Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points.

Islamic Republic of Iran


Basij Militiaman Infantry, Elan 3, Move 4, Rifle. 9 points.
Basij RPG-7 - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Tank. 11 points.
Basij PKM - Infantry Support Weapon (Direct), Elan 3, Move 4. 22 points.
Iranian Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Iranian RPG-29 or Saegheh - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Iranian SA-7 Strela - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
Iranian Sniper Infantry, Elan 4, Move 4, Superior Rifle, Sniper. 14 points.
Iranian MG3 or PKM - Infantry Support Weapon (Direct), Elan 4, Move 4. 24 points.
Iranian AT-4 Spigot, AT-5 Konkurs or Saeghe 1/2 Inf Sup Wpn (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
Boragh APC Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
Raad Howitzer or Boragh Mortar - Light Veh (Armoured), Elan 4, Move 8, Indirect Wpon, Auto Wpn. 29 points.
M113 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
BTR-50 Light Vehicle (Armoured), Elan 4, Move 6, Automatic Weapon. 20 points.
BTR-60 or MTLB - Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 27 points.
BMP-1, BMP-2 or Type-86 Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
Tosan Light Vehicle (Armoured), Elan 5, Move 8, Cannon, Automatic Weapon. 30 points.
EE-9 Cascavel - Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 32 points.
Zulfiqar Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
M47, M48, M60A or Chieftain Heavy Vehicle (Armoured), Elan 4, Move 6, Cannon, Auto Weapon. 39 points.
T-62 Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points.
T-72S Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon, Reactive Armour. 50 points.
Type-59, Type-69 or Type-72Z Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points
Chonma-ho Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon, Reactive Armour. 36 points.
M109 or M110 Heavy Vehicle (Armoured), Elan 4, Move 6, Indirect Weapon, Automatic Weapon. 40 points.
Koksan (M-1978) Heavy Vehicle, Elan 4, Move 6, Indirect Weapon, Automatic Weapon. 32 points.
Bell 205, 206 or 214 Light Vehicle (Helicopter), Elan 4, Move 12. 20 points.
Bell AH-1J Sea Cobra Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
Su-24 Light Vehicle (Armoured) (Aircraft), Elan 5, Move 16, Cannon, Auto Weapon, Anti-Aircraft. 47 points.
HESA Azarakhsh Light Vehicle (Aircraft), Elan 5, Move 16, Cannon, Auto Weapon, Anti-Aircraft. 41 points.
Revolutionary Guards Rifleman Infantry, Elan 5, Move 4, Rifle, Grenade. 15 points.
Revolutionary Guards Saegheh - Infantry, Elan 5, Move 4, Heavy Weapon, Anti-Tank. 19 points.
Revolutionary Guards SA-7 Strela - Infantry, Elan 5, Move 4, Heavy Weapon, Anti-Aircraft. 18 points.
Revolutionary Guards Sniper Infantry, Elan 5, Move 4, Superior Rifle, Sniper. 16 points.
Revolutionary Guards MG3 - Infantry Support Weapon (Direct), Elan 5, Move 4. 26 points.
Revolutionary Guards Saeghe 1/2 Infantry Support Weapon (Direct), Elan 5, Move 4, Anti-Tank. 33 points.
Revolutionary Guards Boragh APC Light Veh (Armoured), Elan 5, Move 8, Cannon, Auto Weapon. 30 points.
Revolutionary Guards Boragh Mortar - Light Veh (Armoured), Elan 5, Move 8, Indirect Wpn, Auto Wpn. 32 pts.
Revolutionary Guards BMP-1, BMP-2 or Type-86 Light Veh (Armd), Elan 5, Move 8, Can, Auto Wpn. 30 pts.
Revolutionary Guards Zulfiqar Heavy Vehicle (Armoured), Elan 5, Move 8, Cannon, Auto Weapon. 47 points.

Hezbollah
Hezbollah Fighter Infantry, Elan 4, Move 4, Rifle, Grenade, Guerrilla. 15 points.
Hezbollah RPK-47 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Hezbollah RPG-7 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Hezbollah DShK HMG Infantry Support Weapon (Direct), Elan 4, Move 2, Guerrilla. 25 points.
Hezbollah Saeghe-2 - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank, Guerilla. 19 points.
Hezbollah Sniper Infantry, Elan 5, Move 4, Superior Rifle, Guerrilla. 16 points.
Hezbollah AT-4 Spigot or AT-5 Konkurs Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank, Guerrilla. 33 points.
Hezbollah SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft, Guerrilla. 18 points.
Hezbollah ZU-23-2 Light Vehicle, Elan 4, No Move, Automatic Weapon, Anti-Aircraft, Guerrilla. 16 points.
Hezbollah Technical Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.

Syrian Arab Republic


Syrian Rifleman Infantry, Elan 3, Move 4, Rifle, Grenade. 11 points.
Syrian Commando Infantry, Elan 5, Move 6, Rifle, Grenade. 15 points.
RPG-7 Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
RPG-29 Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Tank. 14 points.
Commando RPG-29 Infantry, Elan 5, Move 4, Heavy Weapon. 19 points.
RPK-47 Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Commando RPK-47 Infantry, Elan 5, Move 4, Heavy Weapon. 15 points.
DShK HMG Infantry Support Weapon (Direct), Elan 3, Move 2. 20 points.
AT-4 Spigot or AT-5 Spandrel Infantry Support Weapon (Direct), Elan 3, Move 4, Anti-Tank. 28 points.
SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Aircraft. 14 points.
UAZ-469 Light Vehicle, Elan 3, Move 12. 17 points.
GAZ-66 Light Vehicle, Elan 3, Move 8. 12 points.
Ural-375D or Ural-4320 Heavy Vehicle, Elan 3, Move 8. 20 points.
BTR-152 Light Vehicle, Elan 3, Move 8, Automatic Weapon. 15 points.
MTLB, BTR-60, BTR-70 or OT-64 TOPAS - Light Vehicle (Armoured), Elan 3, Move 8, Automatic Weapon. 24 points.
BRDM-2 Light Vehicle (Armored), Elan 3, Move 12, Automatic Weapon. 25 points.
BMP Light Vehicle (Armoured), Elan 3, Move 8, Cannon, Automatic Weapon. 24 points.
9K33 OSA (SA-8 Gecko) Light Vehicle, Elan 3, Move 8, Cannon, Anti-Aircraft. 20 points.
9K35 Strela-10 (SA-13 Gopher) Light Vehicle (Armoured), Elan 3, Move 8, Cannon, Anti-Aircraft. 26 points.
ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 3, Move 8, Automatic Weapon, Anti-Aircraft. 25 points.
T-55 Heavy Vehicle, Elan 3, Move 6, Cannon, Automatic Weapon. 28 points.
T-72 Heavy Vehicle (Armoured), Elan 3, Move 8, Cannon, Automatic Weapon. 40 points.
MiG-21 or Su-22 Light Vehicle (Aircraft), Elan 4, Move 16, Cannon, Automatic Weapon, Anti-Aircraft. 38 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 3, Move 8. 20 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 4, Move 12, Cannon. 24 points.

Republic of Iraq
Iraqi Rifleman Infantry, Elan 2, Move 4, Rifle. 7 points.
Iraqi RPK-47 - Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Iraqi RPG-7 - Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Republican Guard Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Republican Guard RPK-47 - Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
Republican Guard RPG-7 - Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
AT-4 Spigot Infantry Support Weapon (Direct), Elan 2, Move 4, Anti-Tank. 26 points.
Republican Guard AT-4 Spigot Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 2, Move 4, Heavy Weapon, Anti-Aircraft. 12 points.
Republican Guard SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
HMMWV Light Vehicle, Elan 2, Move 12, Automatic Weapon. 17 points.
MTLB - Light Vehicle (Armoured), Elan 2, Move 8, Automatic Weapon. 21 points.
BRDM-2 Light Vehicle (Armored), Elan 2, Move 12, Automatic Weapon. 22 points.
BMP or BTR-80A Light Vehicle (Armoured), Elan 2, Move 8, Cannon, Automatic Weapon. 18 points.
Republican Guard BTR-80A Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 24 points.
Panhard AML 60/90 Light Vehicle, Elan 2, Move 12, Cannon, Automatic Weapon. 19 points.
M3 Bradley Light Vehicle (Armoured), Elan 2, Move 8, Cannon, Automatic Weapon. 21 points.
ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 2, Move 8, Automatic Weapon, Anti-Aircraft. 22 points.
T-55 Heavy Vehicle, Elan 2, Move 6, Cannon, Automatic Weapon. 24 points.
T-72 or Lion of Babylon Heavy Vehicle (Armoured), Elan 2, Move 8, Cannon, Automatic Weapon. 36 points.
Republican Guard Lion of Babylon Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 3, Move 8. 20 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 4, Move 12, Cannon. 24 points.

Generic Armed Mob


Rioter with a Rifle Infantry, Elan 1, Move 4, Rifle. 6 points.
Rioter with a Bomb Infantry, Elan 1, Move 4, Improvised Grenade. 5 points.
Rioter with a (cheap) Machinegun Infantry, Elan 1, Move 4, Heavy Weapon. 8 points.
Rioter with an RPG-7 Infantry, Elan 1, Move 4, Heavy Weapon. 8 points.
Civilian Car or Truck Light Vehicle, Elan 1, Move 12. 13 points.
Civilian Semi-Trailer Heavy Vehicle, Elan 1, Move 8. 15 points.
Improvised Technical Light Vehicle, Elan 1, Move 12, Automatic Weapon. 16 points.

Israel
Israeli Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Well-Equipped Israeli Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
Negev LMG Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
M47 Dragon - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Israeli Sniper Infantry, Elan 6, Move 4, Superior Rifle, Sniper. 20 points.
Israeli Paratrooper Infantry, Elan 5, Move 6, Superior Rifle, Grenade. 18 points.
Israeli Paratrooper Machinegunner - Elan 5, Move 6, Heavy Weapon. 17 points.
Israeli Paratrooper M47 Gunner - Elan 5, Move 6, Heavy Weapon, Anti-Tank. 22 points.
Sayeret Rifleman Infantry, Elan 6, Move 6, Superior Rifle, Grenade, Guerilla. 25 points.
Sayeret Machinegunner Infantry, Elan 6, Move 6, Heavy Weapon, Guerilla. 24 points.
Sayeret M47 Gunner - Infantry, Elan 6, Move 6, Heavy Weapon, Anti-Tank Guerilla. 30 points.
HMMWV Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Paratrooper HMMWV - Light Vehicle, Elan 5, Move 12, Automatic Weapon. 26 points.
Sayeret HMMWV - Light Vehicle, Elan 6, Move 12, Automatic Weapon. 30 points.
Achzarit Light Vehicle (Armoured), Elan 4, Move 6, Automatic Weapon. 20 points.
M113 Zelda Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Namer - Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Reactive Armour. 27 points.
M109A3 - Heavy Vehicle (Armoured), Elan 4, Move 6, Indirect Weapon, Automatic Weapon. 40 points.
Magach Heavy Vehicle (Armoured), Elan 4, Move 6, Cannon, Automatic Weapon, Reactive Armour. 45 points.
Merkava Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon, Reactive Armour. 49 points.

Generic Third-World Military


Third-World Conscript Infantry, Elan 2, Move 4, Rifle. 7 points.
Third-World Experienced Soldier Infantry, Elan 3, Move 4, Rifle, Grenade. 11 points.
Third-World RPK-47 - Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Third-World RPG-7 Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Third-World Sniper Infantry, Elan 4, Move 4, Rifle, Sniper. 13 points.
AT-4 Spigot Infantry Support Weapon (Direct), Elan 3, Move 4, Anti-Tank. 28 points.
SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Aircraft. 14 points.
DShK HMG Infantry Support Weapon (Direct), Elan 3, Move 2. 20 points.
Mortar Infantry Support Weapon (Indirect), Elan 3, Move 2. 23 points.
GAZ-69 or UAZ-469 Light Vehicle, Elan 3, Move 12. 17 points.
GAZ-66 or GAZ-33097 Light Vehicle, Elan 2, Move 8. 9 points.
Ural-375D or Ural-4320 Heavy Vehicle, Elan 2, Move 8. 16 points.
Technical Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
HMMWV Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
BTR-152 Light Vehicle, Elan 3, Move 8, Automatic Weapon. 15 points.
BTR-60 - Light Vehicle (Armoured), Elan 3, Move 8, Automatic Weapon. 24 points.
BMP Light Vehicle (Armoured), Elan 3, Move 8, Cannon, Automatic Weapon. 24 points.
Panhard AML 60/90 Light Vehicle, Elan 3, Move 12, Cannon, Automatic Weapon. 19 points.
VAB - Light Vehicle (Armoured), Elan 3, Move 12, Automatic Weapon. 25 points.
ZU-23-2 Light Vehicle, Elan 3, No Move, Automatic Weapon, Anti-Aircraft. 11 points.
ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 3, Move 8, Automatic Weapon, Anti-Aircraft. 25 points.
T-55 Heavy Vehicle, Elan 3, Move 6, Cannon, Automatic Weapon. 28 points.
T-72 Heavy Vehicle (Armoured), Elan 3, Move 8, Cannon, Automatic Weapon. 40 points.
MiG-21 or Chengdu J-7 Light Vehicle (Aircraft), Elan 4, Move 16, Cannon, Automatic Weapon, Anti-Aircraft. 38 points.
Su-25 Light Vehicle (Armoured) (Aircraft), Elan 4, Move 16, Cannon, Automatic Weapon, Anti-Aircraft. 44 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 3, Move 8. 20 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 3, Move 12, Cannon. 21 points.

Generic Insurgents
Insurgent Rifleman Infantry, Elan 3, Move 4, Rifle, Grenade, Guerrilla. 13 points.
Insurgent RPK-47 - Infantry, Elan 3, Move 4, Heavy Weapon, Guerrilla. 13 points.
Insurgent RPG-7 - Infantry, Elan 3, Move 4, Heavy Weapon, Guerrilla. 13 points.
Insurgent SA-7 Strela 2 - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Aircraft. 14 points.
Suicide Bomber Infantry, Elan 4, Move 6, Sidearm, Suicide Bomber. 15 points.
Fanatical Suicide Bomber Infantry, Elan 6, Move 6, Sidearm, Suicide Bomber, Guerrilla. 24 points.
Insurgent DShK HMG Infantry Support Weapon (Direct), Elan 3, Move 2. 20 points.
Insurgent Mortar Infantry Support Weapon (Indirect), Elan 3, Move 2. 23 points.
Insurgent Technical Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
Car Bomb Light Vehicle, Elan 4, Move 12, Suicide Bomber. 26 points.

Generic Militia
Child Soldier Infantry, Elan 1, Move 2, Rifle. 4 points.
Militia Rifleman Infantry, Elan 2, Move 4, Rifle. 7 points.
Militia RPK-47 Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Militia RPG-7 - Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Militia SA-7 Strela 2 - Infantry, Elan 2, Move 4, Heavy Weapon, Anti-Aircraft. 12 points.
Militia DShK HMG Infantry Support Weapon (Direct), Elan 2, Move 2. 18 points.
Militia Mortar Infantry Support Weapon (Indirect), Elan 2, Move 2. 21 points.
Car, Truck or Jeep Light Vehicle, Elan 2, Move 12. 14 points.
Semi-Trailer Heavy Vehicle, Elan 2, Move 8. 16 points.
Technical Light Vehicle, Elan 2, Move 12, Automatic Weapon. 17 points.
BTR-152 Light Vehicle, Elan 2, Move 8, Automatic Weapon. 12 points.
BTR-60 - Light Vehicle (Armoured), Elan 2, Move 8, Automatic Weapon. 17 points.
T-55 Heavy Vehicle, Elan 2, Move 6, Cannon, Automatic Weapon. 24 points.

Generic Terrorists
Amateur Terrorist Infantry, Elan 1, Move 4, Sidearm, Improvised Grenade. 6 points.
Typical Terrorist Infantry, Elan 3, Move 6, Rifle, Grenade. 13 points.
Hardened Terrorist Infantry (Armoured), Elan 5, Move 6, Superior Rifle, Grenade, Guerrilla. 21 points.
Terrorist Machinegunner - Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Terrorist RPG-7 - Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Terrorist SA-7 Strela 2 - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Aircraft. 14 points.
Suicide Bomber Infantry, Elan 4, Move 6, Sidearm, Suicide Bomber. 15 points.
Fanatical Suicide Bomber Infantry, Elan 6, Move 6, Sidearm, Suicide Bomber, Guerrilla. 24 points.
Technical Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
Car Bomb Light Vehicle, Elan 4, Move 12, Suicide Bomber. 26 points.

Generic Criminals
Street Scum Infantry, Elan 1, Move 4, Sidearm. 5 points.
Gangbanger Infantry, Elan 2, Move 4, Sidearm. 6 points.
Professional Criminal Infantry, Elan 3, Move 4, Rifle, Guerrilla. 10 points.
Made Man Infantry (Armoured), Elan 4, Move 4, Rifle, Grenade. 14 points.
Vory v Zakone Infantry, Elan 6, Move 6, Rifle, Grenade, Hero. 27 points.
Professional Assassin Infantry, Elan 6, Move 4, Superior Rifle, Sniper. 20 points.
Biker Ganger Light Vehicle, Elan 3, Move 16. 21 points.
Pimpmobile Light Vehicle, Elan 3, Move 12. 17 points.
Technical Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.

Generic Cops
Third-World Policeman Infantry, Elan 2, Move 4, Rifle. 7 points.
Western Cop Infantry (Armoured) Elan 3, Move 4, Sidearm. 9 points.
Veteran Western Cop - Infantry (Armoured) Elan 4, Move 4, Rifle. 12 points.
SWAT Trooper - Infantry (Armoured) Elan 5, Move 4, Superior Rifle, Grenade. 17 points.
Veteran SWAT Trooper - Infantry (Armoured) Elan 6, Move 4, Superior Rifle, Grenade, Hero. 27 points.
SWAT Sniper - Infantry (Armoured) Elan 6, Move 4, Superior Rifle, Sniper. 21 points.
Police Motorcycle - Light Vehicle, Elan 4, Move 16. 24 points.
Cop Car Light Vehicle, Elan 3, Move 12. 17 points.
Police Armoured Car Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Police Helicopter Light Vehicle (Helicopter), Elan 5, Move 12, Automatic Weapon. 26 points.

USE M E
Ultra Simple Engine
Miniature Engagements

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USE M E
Ultra Simple Engine
Miniature Engagements

Quick Reference Sheet


TURN SEQUENCE

Initiative Phase
Roll for winning the initiative. One roll for each player.
In Play Phase
Characters or Formations with the highest ELAN rating in
play activate and conduct all movement, shooting, melee and
all other possible actions until exhausted. Characters or
Formations with the next highest ELAN rating do the same.
Continue down the ELAN ratings until you reach the lowest
one and active the lowest rating as above.
Off Table Action Phase
Each player can at this point make use of any paid for abilities
taken from the Off Table Support options before play began.
See the Off Table Phase for details.
Consolidation Phase
Return to Initiative Phase' unless its the last turn of game or
an objective is met in which case play ends.

Ranged Fire Modifier Table


Target is Hunkered Down -2
Target is in Difficult Terrain -1
Target is in Excellent Terrain +1
Firing Character is taking a SECOND shot -1
WHOLE Squad firing at ONE target +1
Firing Character (Squad) is ELAN 6 +1
Firing Character (Squad) is ELAN 1 or 2 -1
Target is a Helicopter +1
Firing Character is an Aircraft or Helicopter
while the Target is a Ground Unit -1
Target is an Aircraft while Firing Character is a
Ground Unit -2
Target is an Aircraft while Firing Character is an
Aircraft +0
If Target is under half distance of weapon
optimum range +1
If Target is over weapons optimum range but
less than double it -1
Note that, under these rules, Aircraft and Helicopters
are two different unit types.

If the attacker rolls less than or equal to the target:


NO EFFECT
If the attacker rolls +1 more than the target:
TARGET WINGED
If the attacker rolls +2 more than the target:
TARGET STRUCK
If the attacker rolls +3 or more than the target:
TARGET KILLED

Weapon Type and Optimum Range


(Table in Inches) (Explosive Radius)
Infantry Side Arms 4 Inches (0)
Infantry Standard Rifle 8 Inches (0)
Infantry Superior Rifle 10 Inches (0)
Infantry Heavy Weapon 10 Inches (1)
Infantry Grenade 4 Inches (1)
Infantry Support Direct Vehicle Weapon
(Crew of Two) 16 Inches (1)
Infantry Support Indirect Vehicle Weapon
(Crew of Two) 20 Inches (1)
Light Vehicle Automatic Wpn 10 Inches (1)
Light Vehicle Cannon 16 Inches (1)
Light Vehicle Indirect Wpn 20 Inches (1)
Heavy Vehicle Automatic Wpn 20 Inches (1)
Heavy Vehicle Cannon 30 Inches (2)
Heavy Vehicle Indirect Wpn 40 Inches (3)
Super Heavy Vehicle Auto Wpn 30 Inches (2)
Super Heavy Vehicle Cannon 40 Inches (3)
Super Heavy Indirect Weapon 50 Inches (4)
Note: All ranges measured from centre of firing character
to centre of target. Minimum range applies only to heavier
weapons and is stated above in brackets.

Penetration Value Table


Infantry Weapons against Infantry +0
Infantry Weapons against Light Vehicle +0
Inf Weapons against Heavy Vehicle -1
Inf Wpns against Super Heavy Vehicle -2
Flamethrower vs. Infantry +1
Inf served Veh Wpn (2 Crew)vs Infantry +1
Inf served Veh Wpn (2 Crew) vs Light V +1
Inf served Veh Wpn (2 Crew) vs other Vehicle types -1
Veh Weapons against Infantry and Light Vehicle +2
Vehicle Weapons against Heavy Vehicle +1
Vehicle Weapons against Super Heavy Vehicle +0

Defence Value Table


Infantry +0 (If Armoured Type add +1 against Inf, Inf Support
Wpns & Light Vehicles only)
Flamethrower in Melee +1
Light Vehicle +1 (If Armoured Type add +1)
Heavy Vehicle +2 (If Armoured Type add +1)
Super Heavy Vehicle +3 (If Armoured add Type +1)
Character is Hunker Down +2
(add to any other modifiers above)

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