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FIRETEAM

Wargame Rules for Modern Combat Operations

By Rory Crabb
Written By Rory Crabb

Version 1.0

July 2016

Miniatures from the collection of the author and terrain by Paul Davies

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FIRETEAM
Wargame Rules for Modern Combat Operations

By Rory Crabb

Contents
Introduction ................................................................................................................................................................ 3 
What you need to play ........................................................................................................................................... 3 
Forces ..................................................................................................................................................................... 3 
Turn Sequence ............................................................................................................................................................ 4 
Initiative Phase....................................................................................................................................................... 4 
Activation Phase .................................................................................................................................................... 4 
Movement................................................................................................................................................................... 5 
Infantry Movement ................................................................................................................................................ 5 
Unit Cohesion ........................................................................................................................................................ 5 
Vehicle Movement................................................................................................................................................. 5 
Rough Terrain and Obstacles ................................................................................................................................ 6 
Hidden Movement ................................................................................................................................................. 6 
Shooting...................................................................................................................................................................... 7 
Eligible Targets ...................................................................................................................................................... 7 
Line of Sight .......................................................................................................................................................... 7 
Arcs of Fire ............................................................................................................................................................ 7 
Hidden Elements .................................................................................................................................................... 8 
Direct Fire against Infantry ................................................................................................................................... 8 
Suppressive Fire against Infantry .......................................................................................................................... 8 
Cover ...................................................................................................................................................................... 9 
High Explosive Weapons ...................................................................................................................................... 9 
Snipers.................................................................................................................................................................... 9 
Shooting at weapon or gun teams ......................................................................................................................... 9 
Shooting at vehicles ............................................................................................................................................... 9 
Hits on vehicles carrying passengers .................................................................................................................. 10 
Indirect Fire.......................................................................................................................................................... 11 
Suppression .......................................................................................................................................................... 12 
Overwatch ............................................................................................................................................................ 12 
Weapons ................................................................................................................................................................... 13 
Infantry Weapons................................................................................................................................................. 13 
Anti-Tank Weapons ............................................................................................................................................. 13 
Anti-Aircraft Weapons ........................................................................................................................................ 14 
Indirect Fire/ Artillery Weapons ......................................................................................................................... 14 
Assault ...................................................................................................................................................................... 14 
Declaring an assault ............................................................................................................................................. 15 
Defensive fire ....................................................................................................................................................... 15 
Moving into contact ............................................................................................................................................. 15 
Air Support ............................................................................................................................................................... 16 
Fixed Wing Air Support ...................................................................................................................................... 16 
Helicopters and UAVs ......................................................................................................................................... 17 
Buildings .................................................................................................................................................................. 17 
Entering Buildings ............................................................................................................................................... 18 
Movement inside Buildings................................................................................................................................. 18 
Small Arms Fire at Buildings .............................................................................................................................. 18 
Heavy Weapons Fire at Buildings ....................................................................................................................... 18 
Forces ....................................................................................................................................................................... 19 
Standard infantry stats ......................................................................................................................................... 19 
Standard Vehicle Stats ......................................................................................................................................... 19 

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Introduction
These wargame rules have been designed to recreate modern combined arms combat operations using
15-28mm scale miniatures. The rules can be used to fight battles from any post WW2 conflict dating
from the 1950s to the modern day or the near future.

What you need to play


 A playing area such as a table. 6' x 4' is a good average size but smaller or larger may be used.
 Model terrain to represent the battlefield.
 Suitable figures to represent the soldiers and vehicles (any scale can be used but the rules
were written with15-28mm models in mind).
 A tape measure or other suitable measuring instrument marked in inches,
 A number of standard six sided dice (referred to in the rules as d6).
 Different colour markers or counters to show when elements have been activated or
suppressed.
 Something to mark when a vehicle has been destroyed such as smoke or cotton wool.

Forces
These rules have been designed to work with opposing forces of approximately platoon size with
additional reinforcements such as small numbers of armoured vehicles and light artillery support.

The basic building blocks of a force are referred to in these rules as elements. These consist of
Infantry fire teams of around 4 figures, individual guns and their operators or weapons with their crew
or individual vehicle.

In most forces infantry elements are organised into groups of two, forming a section or squad. These
seconds are then grouped together with more sections and HQ command elements to form platoons.

Infantry figures should be based individually or in single element groups (with casualties being
recorded by counters or small dice markers).

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Turn Sequence
Each game turn is split into two phases.
1. Initiative Phase
2. Activation Phase

Initiative Phase
Each player rolls 1d6. The player with the highest score can decide whether to take the initiative or
pass it to the other player.

Activation Phase
Starting with the player with the initiative each player activates one element (an infantry team, gun or
vehicle) alternately. Once all elements have been activated the turn ends.

Usually an element can be activated automatically. However if an element is suppressed a morale


check must be made in order for it to be activated (roll 1d6 and attempt to beat the elements “morale”
stat).

When an element is activated it may carry out two actions in any order. The available actions are
listed below.

 Move
 Fire (may only be used once per turn)
 Attempt to spot a hidden element
 Designate a target for indirect fire
 Communicate
 Embark/disembark a vehicle or helicopter
 Enter building
 Move up or down a floor in a building
 Go on overwatch

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Movement
Infantry Movement
Infantry can move up to 4” in a single move action. A double move allows infantry to run up to 8”.

Unit Cohesion
Figures within an element must at all times remain in cohesion with the rest of their team. Each
individual figure in an element must stay within 1” of at least one other figure in the team.
Each Element must also remain within 8” of each other element within the same squad or section at
all times.

If an element loses cohesion or a squad loses cohesion it receives a -1 modifier to all morale checks
until it moves back into cohesion range.

8”
1 1”
1”

Element Cohesion Squad Cohesion

Vehicle Movement
Vehicles can move up to 12” in a single move action. Vehicles may only make a double move if they
are moving on a road for the entirety of their move.

Vehicles may make any number of turns however they remain in the direction that they are facing at
the end of their move until their next activation.

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Rough Terrain and Obstacles
Infantry move as normal through rough terrain however may only take a single move action.
Certain terrain is classed as an obstacle (such as walls, fences and ditches). Infantry take an entire
move action to cross an obstacle. Any element wishing to cross an obstacle must roll 1d6. On a roll of
1, the element fails to cross. The element may make another attempt next turn.

Vehicles move at half speed (6”) when crossing areas of rough terrain. When a vehicle crosses rough
terrain, roll 1d6. On a roll of 1 the vehicle becomes stuck until the end of the next turn.

Hidden Movement
Some elements (often irregular or guerrilla forces) can use hidden movement; this allows an element
to use a single move action to move between two pieces of cover anywhere on the table and over any
distance. The element must start the move hidden (not spotted by any enemy) and must end the move
hidden.

Hidden movement may not be carried out to out from any areas of cover within 12" of a helicopter or
UAV in flight.

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Shooting
Eligible Targets
Before an element can open fire it must be able to identify an eligible target. The following conditions
must apply in order to open fire.

 The target must be in range of at least one of the firing elements weapons.
 The firing element must have a clear line of sight to the target.
 The target is within the firing elements arc of fire.
 If the target is in cover it must be spotted (this is automatic if the target has already fired its
weapons, otherwise a score of 4+ is required on 1d6.

Line of Sight
Line of sight can be determined by tracing a line from the firing element to at least one figure in the
target element.

 

Elements in a wooded area must be within 2” of the edge in order to fire out or be fired at from
outside.

Arcs of Fire
Infantry and weapons such as tripod mounted machine guns LAW and MAWs may fire in any
direction, regardless of which direction the model is facing.

Guns, Howitzers and hull mounted guns in vehicles may fire in an arc of 180° in front of the vehicle.

Weapons mounted in turrets on vehicles may fire in any direction (assuming that the design and
layout of the vehicle allows this).

180º 360º

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Hidden Elements
If an element is in cover and has not carried out any shooting from the cover it is counted as hidden. A
hidden element may only be fire at once it has been spotted.

An element must expend an action to attempt to spot an enemy element. The d6 score required is
shown in the table below.

Situation Roll to Spot


Within 6" of target Automatic
Within 12" of target 4+
Within 24" of target 5+
Over 24" 6
Spotting from the air 3+
-1 modifier to the roll if the target is in a building

Once an element has been spotted it may be fired at by the spotting element. The spotting element
may use a communicate action to pass the position to another friendly element.

Direct Fire against Infantry


Add up the RoF (rate of fire) score for all the weapons firing. This is the number of shooting dice
(d6).

Roll shooting dice. The score required to score a hit is shown by the elements “shoot” stat. Apply the
following modifiers to this roll.

-1 if the target is in soft or hard cover


-1 if target is at long range (over 16”)
-1 If target is a plane or helicopter in flight.

The other player then rolls a save (1d6 attempting to beat the elements “save” stat). Any saving rolls
that fail result in a casualty.

For each casualty roll 1d6 to determine the type of injury using the following table.

Roll Result Effect


1-4 Dead Remove from play
5 Seriously injured Lay the figure down. May need to be evacuated if the scenario requires
6 Minor injury No effect

Dead figures are removed from play. The individual figures that become casualties are chosen by the
player who is controlling the element.

If an element receives 3 hits (regardless of the result of any saves) it becomes suppressed.

Suppressive Fire against Infantry


This is carried out in the same way as direct fire. However the firing element receives a +1 bonus to
their shooting dice rolls to represent the high volume of fire.

The target element receives a +1 bonus to its saving rolls as suppressive fire is less accurate and less
likely to actually cause a hit.

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Cover
Soft cover provides concealment but no real protection. Soft cover gives a -1 modifier to shooting
dice. Examples of soft cover include fences, bushes and trees.

Hard cover provides concealment in the same way as soft cover but also provides protection in the
form of a +1 bonus to saving rolls

In order to gain the benefits of cover at least half of the figures ibn an element must be behind the
object or area providing the cover.

High Explosive Weapons


Some weapons fire high explosive ammunition. These weapons have a HE stat. When firing this is
treated in the same way as a weapons RoF stat, so determines the number of shooting dice rolled.

Snipers
Sniper teams require two actions to make a shot. Roll to hit and roll saves as normal. The firing
player may specify a specific target figure to take the hit.

Snipers only require 1 hit to suppress an enemy infantry element.

Shooting at weapon or gun teams


Weapon and gun teams are treated as normal infantry when being shot at some larger guns have a gun
shield that provides hard cover.

Most weapons or guns require a certain number of figures to operate. If causalities are taken and the
number of figures falls below the minimum number required to operate the weapon, the gun may no
longer be used.

The remaining figures may continue to fight and shoot as normal infantry with small arms. The table
below shows the number of figures required to operate different weapons.

Weapon Typical team size Minimum crew


Light mortar 2 1
ATGM 2 1
MMG, HMG 3-4 2
Medium and heavy mortars 3-4 2
Light guns 3-4 2
Large guns 4+ 3

Shooting at vehicles
When firing at a vehicle it must first be hit. Roll a number of d6s equal to the firing weapons RoF.
The score required to hit is shown by the firing team or vehicles shoot stat.

For each successful hit roll 1d6 and consult the following table to determine whether the vehicle
becomes suppressed or is knocked out (destroyed).

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AT Target Armour Class
G F E D C B A
Sup KO Sup KO Sup KO Sup KO Sup KO Sup KO Sup KO
1 2 4 3 5 4 6 5 - 6 - - - - -
2 2 3 2 4 3 5 4 6 5 - 6 - - -
3 2 2 2 3 2 4 3 5 4 6 5 - 6 -
4 2 2 2 2 2 3 2 4 3 5 4 6 5 -
5 2 2 2 2 2 2 2 3 2 4 3 5 4 6
6 2 2 2 2 2 2 2 2 2 3 2 4 3 5
Sup=Suppressed, KO=Knocked Out/ Destroyed

Hits to the side, top or rear of a vehicle receive a +1 bonus to their damage roll. Indirect fire weapons
also receive a +1 bonus to the damage roll if firing at an open-topped vehicle. The following diagram
shows the areas of front, side and rear armour of a vehicle.

Front

Side Side

Rear

Note that any roll of 1 fails to penetrate or cause any damage regardless of the target vehicles armour
stat or the firing weapons AT score.

Hits on vehicles carrying passengers


If a vehicle carrying passengers is knocked out all passengers on board must make saving rolls as if
they are in hard cover. Any that fail roll for casualties as usual. Any surviving passengers immediately
disembark, become suppressed and may not be activated until the next turn.

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Indirect Fire
Weapons capable of indirect fire require such as artillery pieces and mortars require an element to
designate a target. The designating element must be within 24" of the target and have a clear line of
sight. Indirect fire weapons are usually deployed off table but if players wish may be deployed on
table. If on table artillery cannot engage in direct fire if any enemy elements are within 12”.

Once a target has been designated, a fire request must be made, this request counts as a communicate
action and designation also counts as an action therefore it takes an element a full activation to
designate a target and make a fire request.

There are three types of artillery support available to forces in these rules.

 Under Command: This type of support is under the direct control of the commanding player
so is available at all times and is far more likely to respond to a fire request.
 Direct Support: This type of support is not under the players command but has been
allocated to support the forces operation.
 General Support. This is not under the players command and may also be supporting other
units and operations, therefore fire requests may not always be successful as the artillery may
be firing at another target elsewhere,

The d6 score required to make a successful fire request is shown by the table below.

Artillery support type Number of fire requests for fire at same target
1 2 3
Under Command 4+ 3+ 2+
Direct Support 5+ 4+ 3+
General Support 6 5+ 4+

If the fire request is successful the accuracy and effectiveness of the barrage must be determined. This
will determine how many shooting dice are rolled against the target element. Roll 1d6 and consult the
following table.

Number of turns firing at same target


1 2 3
On Target 5+ 4+ 3+
Partial Hit 3-4 2-3 2-4
Miss 1-2 2 1
On Target= All shooting dice
Partial Hit= 50% of shooting dice (rounded down) Miss= No hits

Add up the HE (High Explosive) score for all the weapons firing. This is the number of shooting dice
(d6). Shooting dice are then rolled in the same way as for direct fire. The score required to score a hit
is shown by the firing elements “shoot” stat. No modifiers are applied to this roll for indirect fire.

The other player then rolls a save (1d6 attempting to beat the elements “save” stat). Any that fail
result in a casualty. Players may use cover modifiers against indirect fire.

For each casualty roll 1d6 to determine the type of injury using the same procedure as direct and
suppressive fire. If an element receives 2 hits from indirect fire (regardless of the result of any saves)
it becomes suppressed.

If firing against vehicles use the normal procedure. However dedicated HE weapons only inflict 1 hit
per vehicle regardless of their HE score.

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Suppression
An element be becomes suppressed under the following circumstances.

 It receives 3 hits from direct fire


 It receives 2 hits from direct fire with a HE weapon
 It receives 2 hits from indirect fire
 It receives 2 hits from an air attack
 It receives 1 hit from sniper fire
 An infantry element is in a knocked out vehicle

An element that has been suppressed may not carry out any actions unless it passes a morale check. If
the test is passed the element is no longer suppressed and may carry out actions as normal. If the test
fails the element remains suppressed however this still counts as an activation for the purposes of the
initiative order.

Overwatch
When an element goes onto overwatch it carries out no further actions during its current activation. It
may then at any time during another (either friendly or opposition) element’s activation during the
carry out actions.

An element remains on overwatch until it carries out any overwatch actions or it is next activated in
the following turn.

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Weapons
Infantry Weapons
Weapon Range RoF AT HE
Sub-machine gun 12" 2
Assault rifle 24" 1
Sniper Rifle 36" 1 1
Light machine gun (LMG) 24" 2
Medium machine gun (MMG) 30"AA 2
Heavy machine gun (HMG) 36"AA 2 1
Grenade launcher 18" 1 1 2
RPG 24"AA 1 4H 2
LAW 24" 1 4H
H=HEAT- Uses a shaped charge. -1 to damage rolls against vehicles with spaced or composite armour. AA =
Anti Aircraft - capable of firing at aircraft.

Anti-Tank Weapons
Weapon Range RoF AT HE
LAW 24" 1 4H
Recoiless Gun 36" 1 5H 3
Light ATGM 24" G 1 4H
Medium ATGM 36" G 1 5H
Heavy ATGM 48" G 1 6H
Light Anti-Gun 36"AA 1 3 2
Medium Gun 36" 1 4 2
Heavy Gun 48" 1 5 3
Super-Heavy Gun 60" 1 6 4
G= Guided -Not subject to long range shooting modifier or aircraft shooting modifier.
H=HEAT- Uses a shaped charge. -1 to damage rolls against vehicles with spaced or composite armour.
AA = Anti Aircraft - capable of firing at aircraft.

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Anti-Aircraft Weapons
Weapon Range RoF AT HE
Medium machine gun (MMG) 30"AA 2
Heavy machine gun (HMG) 36"AA 2 1
RPG 24"AA 1 4H 2
Light Anti-Aircraft Gun 24"AA 2 3 2
Medium Anti-Aircraft Gun 36"AA 1 3
Heavy Anti-Aircraft Gun 48"AA 1 4
Light SAM 24" AA G 1 1
Medium SAM 36" AA G 1 2
Heavy SAM 48" AA G 1 2
G= Guided -Not subject to long range shooting modifier or aircraft shooting modifier.
AA = Anti Aircraft - capable of firing at aircraft.

Indirect Fire/ Artillery Weapons


Weapon Range RoF AT HE
Light Howitzer 48" I 1 2 3
Medium Howitzer 60" I 1 3 4
Heavy Howitzer 72" I 1 4 5
Light Mortar 24" I 1 2
Medium Mortar 36" I 1 1 3
Heavy Mortar 48" I 1 2 4
G= Guided -Not subject to long range shooting modifier or aircraft shooting modifier. I= Indirect - May carry
our indirect fire.

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Assault

Declaring an assault
When infantry get close enough to the enemy they can charge at them and engage in close quarters
fighting, firing weapons at close range or engaging in hand to hand combat.

If an infantry element finishes its activation within 6" of an enemy and is not currently suppressed it
may declare an assault.

Defensive fire
The target element may carry or defensive fire as long as it is not currently suppressed. This is carried
out in the same way as normal shooting and is carried out in addition to any shooting the element has
already carried out in the same turn. Defensive fire can be either normal direct fire or suppressive e
fire.

Moving into contact


Once defensive fire has been resolved the assaulting element may move into contact (as long as it has
not become suppressed as a result of defensive fire). Move the figures into base to base contact with
the target element.

The assaulting element rolls assault dice first. Roll 1d6 for each assaulting figure. The score required
is shown by the elements "assault" stat. Cover modifiers do not apply.

The target element rolls saves for any successful hits. The target element then rolls assault dice using
the same procedure. This process continues until one element is wiped out.

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Air Support
Fixed Wing Air Support
In order to request an air strike from fixed wing ground attack aircraft an element must designate a
target. The spotting element must be within 24" of the target and have a clear line of sight.

Once a target has been spotted, an air strike request must be made, this request counts as a
communicate action and spotting also counts as an action. (It takes an element a full activation to
designate a target and make a fire request).

The d6 score required to successfully request an air strike is 5+.

If request is successful the aircraft will arrive and carry out its strike at the beginning of the next turn.

Any element with AA capabilities within range of the target element that is not currently suppressed
may attempt to shoot down the plane. Note that jet aircraft can only be engaged with guided weapons.
Any element that engages in AA fire must use an action to do so. This will leave the element only one
action when it is activated later in the turn.

Any hit resulting in suppression removes the aircraft from play but does not destroy in (it simply
retreats from the battle area).

If the aircraft survives any AA fire the strike is carried out on the target element. The accuracy and
effectiveness of the strike must then be determined. Roll 1d6 and consult the following table.

Number of turns firing at same target


1 2 3
On Target 5+ 4+ 3+
Partial Hit 3-4 2-3 2-4
Miss 1-2 2 1
On Target= All shooting dice
Partial Hit= 50% of shooting dice (rounded down) Miss= No hits

Add up the HE (High Explosive) or RoF (Rate of Fire) scores for all the weapons firing from the
aircraft. This is the number of shooting dice (d6). When rolling shooting dice the score required to
score a hit is shown by the firing elements “shoot” stat. No modifiers are applied to this roll for
indirect fire.

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The other player then rolls a save (1d6 attempting to beat the elements “save” stat). Any that fail
result in a casualty. For each casualty roll 1d6 to determine the type of injury using the same
procedure as direct and suppressive fire.

If an element receives 2 hits (regardless of the result of any saves) it becomes suppressed.

If firing against vehicles use the normal procedure. However dedicated HE weapons only inflict 1 hit
per vehicle regardless of their HE score.

Helicopters and UAVs


Helicopter or UAV support may be requested by an element using a communicate action on a roll of
4+.If successful the helicopter or UAV will arrive on the nearest friendly table edge at the beginning
of the next turn.

Once on the table helicopters and are used and activated as a normal vehicle element however may
only stay in play for 3 turns. At the end of the helicopters third turn in play remove the model. Entire
turns spent on the ground do not count towards the 3 turn limit.

Helicopters and UAVs may move up to 18" in a single move action. Landing or taking off also uses
up a full move action. Helicopters must use a move action if they wish to hover.

While a helicopter is on the ground it may be fired at as if it were a normal ground vehicle. Any hit
that would normally suppress a vehicle destroys a grounded helicopter.

While in flight a helicopter or UAV may only be fired at with AA weapons. Any hit resulting in
suppression removes the helicopter from play but does not destroy in (it simply withdraws from the
battle area).

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Buildings
Entering Buildings
To gain entry to an empty building an element must use an “enter building” action. If the building is
occupied by an enemy element, the only way to gain access is to declare and assault on the enemy
element.

Movement inside Buildings


Once inside a building an element may freely move around on the same level. The element may take
up firing positions at windows or may remain hidden.
If an element wishes to move up a floor it must use a move action.

Small Arms Fire at Buildings


Elements firing from a building may be targeted by direct or suppressive small arms fire. For
the purposes of shooting they are counted as being hard cover.

Heavy Weapons Fire at Buildings


Heavy weapons firing directly and indirect fire may only be targeted at the building itself. The
procedure is then much the same as firing at a vehicle (each type of building has an armour stat). If
the hit causes suppression, the building is partially damaged and any elements inside become
suppressed. If the result is KO, the building is destroyed and reduced to rubble.

Any infantry inside a destroyed building become suppressed and must make saves as if they were in
hard cover. Any survivors remain in the ruins (which count as hard cover).

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Forces
Standard infantry stats
Infantry Type Shoot Assault Save Morale
Conscript/ recruit 5+ 6+ 5+ 5+
Regular 4+ 5+ 4+ 4+
Elite/ veteran 3+ 4+ 3+ 3+
HQ 4+ 5+ 4+ 3+
Elite HQ 3+ 4+ 3+ 2+
Irregular 5+ 5+ 4+ 3+
Irregular HQ 5+ 5+ 4+ 2+

Standard Vehicle Stats


V
Vehicle Shoot Morale Armour
APC/ IFV 4+ 4+ D
MBT (T55, Centurion, M48 etc) 4+ 4+ C
MBT (T72, Chieftain, M60 etc) 4+ 4+ B
MBT (Challenger, M1Abrams etc) 3+ 3+ A
Armoured Car 4+ 4+ E
Softskin 4+ 4+ G
Helicopter 4+ 2+ G
Plane 4+ 2+ G

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