My cards for the Bradley and the BMP-1

Colonel

Mongoose
BMP-1
73mm Cannon: This weapon causes a –1 penalty to Armour rolls, and will roll extra Damage Dice (out only 1D6 with no penalty to Armour roll ) against every model within 3” of the center of the model its first damage Dice is allocated to-these extra models need not be in line of sight.

MG: This weapon causes a -1penalty to Armour rolls and must always use the same Fire Zone as the 73mm cannon. It may always be fired in addition to the cannon in a single Shoot action. Every Damage Dice this weapon rolls will count as two for purposes of Suppression only. if every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two action from Suppression, rather than just one.

AT3/AT6 ATGM: This weapon causes a –2 penalty to Armour rolls, and will roll extra Damage Dice (But only D6+1 with no penalty to Armour rolls) against every model within 2” of the center of the model its first damage Dice is allocated to – these extra models need not be in the line of sight. It may fire once in a turn, If a model size 2 or greater is with in the fire zone (6”), you may opt to roll this weapons Damage Dice against that model rather then allocate normally. May never make any reactions.

Armoured: The BMP-1 will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armor score of 5+ to the side or Rear facings. It will also ignore the effects of smoke (see main rulebook).

Tough: The BMP-1 will ignore the first failed Armour roll. An attacker that rolls its kill score will destroy it as normal.

Reaction fire: If the BMP-1 is transporting any models. It may roll 3D6 in reaction to movement or fire to the side facings of the vehicle. A range of 15”, with a line of sight.

Transport: The BMP-1 may carry up to 2+8 Size 1 models. Models may mount the BMP-1 simply by moving on to it, and may leave with a move action in the same way. If models either enter or leave the BMP-1, than both the models and the BMP-1 may only take a single action in that turn. If the BMP-1 is destroyed, every model on board will immediately suffer a D6-1 Damage Dice.





Bradley
25mm Cannon: this weapon fires, depilated uranium round. This weapon causes a –2 penalty to Armour rolls. May be used as an AA weapon.

MG: This weapon causes a -1penalty to Armour rolls and must always use the same Fire Zone as the 25mm cannon. It may always be fired in addition to the cannon in a single Shoot action. Every Damage Dice this weapon rolls will count as two for purposes of Suppression only. if every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two action from Suppression, rather than just one.

I TOW: This weapon causes a –3 penalty to Armour rolls, and will roll extra Damage Dice (But only D6+1 with no penalty to Armour rolls) against every model within 2” of the center of the model its first damage Dice is allocated to – these extra models need not be in the line of sight. It may fire twice in a turn, but may not fire in the next turn. This second fire must be fired at the same model or spot or a target with in 3” of the last target. If a model size 2 or greater is with in the fire zone (6”), you may opt to roll this weapons Damage Dice against that model rather then allocate normally. May never make any reactions.

Armoured: The Bradley will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armor score of 4+ to the side or Rear facings. It will also ignore the effects of smoke (see main rulebook).

Tough: The Bradley will ignore the first three failed Armour rolls. An attacker that rolls its kill score will destroy it as normal.

Reaction fire: If the Bradley is transporting any models. It may roll 2D6 in reaction to movement or fire to the side facings of the vehicle. A range of 15”, with a line of sight.

Transport: The M2 Bradley may carry up to 3+6 Size 1 models. The M3 Bradley may carry up to 3+4 size models. Models may mount the Bradley simply by moving on to it, and may leave with a move action in the same way. If models either enter or leave the Bradley, than both the models and the Bradley may only take a single action in that turn. If the Bradley is destroyed, every model on board will immediately suffer a D6-1 Damage Dice.






Face BMP-1
Size 3 Move 9” Close Combat 3x10 target 6+ Armour 4+ S/R 5+ Kill 9+

Bradley
Size 3 Move 8” Close Combat 4x10 target 8+ Armour 3+ S/R 4+ Kill 10+
 
Hi Colonel,

Just as an FYI, some people have already been working on bradley stats here
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=26015&highlight=bradley

Also if you want to have a look at stats for other vehicles checkout this link
http://www.urbanzone.ehost.pl/Evo.pdf

What you've done so far looks okay but you haven't actually given the weapons any damage dice values.

Hope that helps you.
 
Lost in the paste
73mm Range 30” Damage 2xD6+2
AT3 (Sagger) AT6 (Spiral) ATGM: Range 60” Damage 1D10

25mm Cannon Range: 40” Damage 3xD6+3
This gun has penetrated T72 Tanks at 400mm
I Tow: range 60” Damage D10+3
This I had to down play to work with this game. I know what I’m taking about.
 
Go to www.evocommand. com if you want a full list of vehicles. The very talented Pietia, a member of EVO has a very complete list of vehicles and variants of them on the website, including many Warsaw Pact Vehicles.
 
Which, as I have stated a few times are not set in stone - they will be revised, and if someone is using them may make any alterations he wishes... including point costs, stats, abilities and even name ;-)
 
Pietia said:
Which, as I have stated a few times are not set in stone - they will be revised, and if someone is using them may make any alterations he wishes... including point costs, stats, abilities and even name ;-)

What's up with ERA anyway? Reroll armour saves from front? I thought they were mainly in use against ATGM etc weapons...These rules make it best against other weapons...Most ATGM's reduce armour saves to bad or even non-existant anyway. Seems like ERA is best of use against weak weapons which are aiming to cause lots of armour saves...
 
Hiromoon said:
I perfer the rule that they origionally had for the M1.... Reactive Armor = Ignore the first Kill result.

sounds clear cut and simple

there's an "active defences" purchase option in the army lists isn't there?
 
tneva82 said:
What's up with ERA anyway? Reroll armour saves from front? I thought they were mainly in use against ATGM etc weapons...These rules make it best against other weapons...Most ATGM's reduce armour saves to bad or even non-existant anyway. Seems like ERA is best of use against weak weapons which are aiming to cause lots of armour saves...
Well, it really depends on the ERA. First generation ERA (the one on the cards) will be next to useless against modern anti-tank weapons, it is stuff from the early eighties (AT weapons from that period have lower save modifiers, so the re-roll gives you something against them). Second-generation ERA is able to defeat both tandem warheads on ATGMs and kinetic penetrators (yes, that's true) and should be rather worked into target/kill scores. The T-80, T-90 and T-72 on my cards have first generation ERA (BTW, I "borrowed" the rule form one of Hiromoon's cards ;-) ).

In the coming revision I will probably drop the ERA rule and simply upgrade the armor saves a little bit or give the tanks with ERA additional "tough point"
 
Besides which it's difficult to win a debate with Pietia, he knows too much. As someone and evocommand said, he should work for Jane's! :lol:
 
No game is perfect, and this is not perfect. I have been gaming for over 26years now. I have seen good and bad come and go. My point is this game can be played under an hour and the system works good. There are games out there that have all the armor values in world in them, if you have on life you can play these.
The ranges being used in this game are so close that most weapons today have a chance of getting though some armor. (M1 tank was KO out side of Baghdad by a RPG, It just hit a bad spot in the armor).
I think the, ignore the first failed Armour roll works just fine. Its better then have armor tables to go over every time you take a hit.
This is why my BMP-1 has a target value of 6+, it’s the ranges in the game. This vehicle is just bad for today. BMP-2 would get a 7+, it is more of a fighting vehicle then a combat bus.
 
Both BMP-1 and -2 have enough armor to protect them from small arms from all sides. Target 6+ suggests, that it is possible to take out the vehicle with small arms fire - which is not true in the case of BMP-1. OTOH giving 2xD6+2 to the BMP-1s gun seems like too much (it's not autocannon, remember - it has a relatively low rate of fire), especially with 3" blast radius.
Ignoring the first failed Armor roll is the same as giving the vehicle another point of Tough.
 
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