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AK47 Ammendment Sheet v1 - 21

The document provides amendments to version 1.21 of rules for the AK47 wargame. It adds definitions for game terms, revises point costs for different unit types and qualities, and updates various rules around unit arrival, collateral damage, weapon ranges and modifiers, attack helicopters, and anti-tank guided missiles.

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0% found this document useful (0 votes)
85 views

AK47 Ammendment Sheet v1 - 21

The document provides amendments to version 1.21 of rules for the AK47 wargame. It adds definitions for game terms, revises point costs for different unit types and qualities, and updates various rules around unit arrival, collateral damage, weapon ranges and modifiers, attack helicopters, and anti-tank guided missiles.

Uploaded by

sssrr
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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AK47 amendment sheet v1.

21

7.0 Dictionary
Add the following entries:-
2D6 Throw 2 six sided dice and add the scores.
D6 x 2 Throw 1 six sided die and multiply the result by 2.
Infantry group - group of figures on foot armed with small arms, RPG, HMG, ATGM or mortar.
Heavy weapons – RCL, towed guns or towed AA.
Armour – Light tanks, armoured cars, APC’s, MBT’s.
Air – Attack helicopters, armed helicopters, fast jets, light attack aircraft.

9.3 Points Costs


Militia Regular Professional
Infantry group with small arms (rifle, AK47 etc.) 7 10 17
Infantry group with RPG or HMG 14 20 27
Infantry group with mortar 20 30 36
Infantry group with ATGM 35 35 40
Towed gun with tow 20 30 40
Towed AA with tow 25 25 35
Truck 15 10 10
Tank 60 60 85
Armoured car (tank gun) 40 40 50
Armoured car (AA, RCL) 35 35 45
Armoured car (HMG) 30 30 40
APC, Half track, Carrier 25 25 30
APC with HMG 35 35 40
APC with AA or RCL 40 40 50
APC with tank gun 45 45 55
Extra to add ATGM to tank, APC, A/C 20 20 30
RCL with crew 15 15 20
RCL mounted on truck or jeep 20 20 30
HMG mounted on truck or jeep 25 25 35
AA mounted on truck 30 32 42
Attack helicopter 60 60 85
Armed helicopter 40 40 50

Trucks, Half Tracks, Carriers and APC’s may carry up to 4 groups. APC’s with HMG, AA, tank gun or RCL
mounted may carry up to 2 groups. Groups with small arms, RPG, HMG, ATGM and mortars are classed as
infantry, RCL’s, towed guns and towed AA are classed as heavy weapons.

15.2 Arrival of units after the game start (Late arrivals)


Add the following sentences to the last paragraph. Units are not eligible to fire or be fired at on the turn they are
placed. In the next turn count moving if they move, stationery if not.

15.3 Units arriving by helicopter


Add the following sentence. “Groups landed by helicopter count moving on the turn that they land.”

19.3 Collateral Damage


Replace the second sentence with. “These rules use a method whereby any group 2” or less away from a target that
is hit is eligible as a “collateral” target.”

19.5 Small arms


Remove the last sentence.

19.12 Mortars
Mortars must have a clear LOS to a target as per the LOS rules. Exception, friendly groups/vehicles do not block a
mortars LOS as they would for other weapons. Also, a mortar may fire up to 6" beyond any enemy group/vehicle
that blocks its LOS to a target.
19.14 Method of Firing
Firer rolls 2D6
Defender rolls 1D6
Difference =basic factor (disregard +/-)
Ranges
Small Arms 10”
RPG (needs 3+ to fire) 6”
HMG, RCL, A/C (MG) 18”
AA, Towed gun, Tank, A/C (gun) 26”
Mortars 8 – 30”
ATGM (needs 3+ if foot, 2+ if vehicle to fire) 8 – 30”
Close assault range 2”
Troops within template 2”

Modifiers (to attacker’s dice only)


Small arms +0
Tank, A/C gun, RPG, RCL or deployed gun +0 vs air, +2 vs the rest
Attack helicopter +2
Armed helicopter +1
ATGM +0 vs infantry and air, +2 vs the rest
Mortars +1 vs infantry, +0 vs the rest
HMG, AA +0 vs armour, +1 vs the rest
Infantry with SA in close assault (2” or less) +0 vs armour and air, +1 vs the rest
+1 Firer is professional quality
-1 Firer is at over half range (not ATGM)
-1 Firer is militia quality
-1 Target in templated area
-1 Firer moved this go
-1 Target is A/C, APC, armed helicopter or light attack aircraft
-2 Target is tank, attack helicopter, fast jet
There are no modifiers to the defenders/targets score.

Score of 5=Pinned for 1 go.


Score of 6 or more target destroyed.
Collateral
4,5,6 indicates group 2” or closer is pinned.
(3,4,5,6 save infantry over 10”)

19.17 Attack Helicopters


If players wish to they may use up to 2 helicopters only 1 of which can be an attack helicopter. Helicopter
movement is D6 x 5. Helicopters ignore all terrain and template restrictions on movement, but still observe line of
sight restrictions caused by templates.
Any weapon (except mortars) may shoot at a helicopter. A helicopter has a 4,5,6 saving roll if it moved
more than 12" from its previous position that turn (except if attacked by AA). If it makes this save, a killed result is
exchanged for a pinned result".
All helicopters must roll d6 at the end of the third turn they are on the board, and each turn thereafter. If a
six is scored the helicopter is removed from the table to represent it having to retire due to fuel or ammunition
limitations etc. It does not count as a unit or group lost for morale or victory points!

19.18 Anti Tank Guided Missiles (ATGM)


ATGM’s can be man portable or vehicle mounted.
Range is 8” – 30”.
ATGM’s whether man portable or vehicle mounted cannot move and fire.
Man portable ATGM’s move as RCL.
No penalty for firing at over half range.
Man portable throw 3+ on D6 to fire.
Vehicle mounted throw 2+ on D6 to fire.

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