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The time is the 1970's, the age of the missile and nuclear weapons.
The setting is the confrontation between two nuclear powers. After
a year of bickering and accusation, and complete failure by the
politicians to find a peaceful solution, the' military have take!, the
initiative in one country and are about to deliver a nuclear.attack.
They have three problems to solve:1.

To eliminate the enemy's defences and then rely on the
limited remaining missile's unimpeded attack to cause
sufficient damage.


. To attack the enemy's retalitory capacity to ensure
minimum damage to their own country.


To attack and destroy the enemy's capital and
major cities in the hope that their destruction will
lead to a quick surrender by the defender.

In Ballistic Missile this fateful decision is yours: you are the combined chiefs·of·staff of either the defender or the attacker. As the
attacker you decide each missile's target, and as the defender where
your defences are to be deployed.
@)COPYRIGHT. 1977 by Tabletop Gem.

No city may be placed within 200 mm of another or the capital. and while his counters are behind this line they may not be engaged by the defender. This line represents the attacker's 'Fail Safe Line'. 2 . and one city must be placed within 500 mm of the 'Fail Safe Line'. RANDOM FACTOR Where. a random factor is called for. 4. Take the lower from the higher of the two scores. The attacker lays out his counters face up on his side of the 'Fail Safe Line'. in the rules. th row one red dice and count the score as minus. and' one black dice and count the score as plus. 1. preferably red and black. where one side represents the attacker and the other the defender. Draw a line across the playing area at least 12" from one edge. TYPE OF GAME The type o~ game played will be an attack/defence game. If the higher score is a plus the random factor is a plus. The defender positions all his missile sites. SOLO GAME The game can also be played as a 5010 game: once the attacker has written his orders they cannot be changed. 5. The defender places Mis 9 radar stations on the board.the pieces have been positioned on the board both sides may make any measurements that they require. 3. The defender positions his capital and two cities. SETTING UP THE GAME The game is set up on any flat surface. The I RBM sites must be placed within 500 mm of the' 'Fail Safe line. 2. 6. When all .EQUIPMENT REQUIRED The only additional equipment required to play the game is a tape measure and two ordinary dice of different colours. If the higher score is a minus the random factor is minus.

Missile Maximum move in mms Flight duration in moves 150 150 120 80 150 100 100 10 8 8 3 ICBM ICBM (MRV) IRBM Stand-off bomb Anti-missile Ground-to-air Decav 4 4 3 STRATEGIC BOMBERS These aircraft will move at 75 mm per move and their flight duration will be unlimited.SUMMARY OF COUNTERS AVAILABLE DEFENDER ATTACKER Capital Cities ICBM sites IRBM sites G round-to-air missiles sites .with 8 missiles 2 Anti-missile sites with 4 anti-missile missiles ~ Radar stations 1 2 2 2 4 12 4 2 6 8 8 Strategic bombers ICBM missiles ICBM (MRV) missiles IRBM missiles Stand-off bombs Decoy missiles MOVEMENT The followin"g table gives the maximum of each type of aircraft and missile. including stand-off bombs. 3 .. unless deviated by defence action (See sectionDeviation).3l3~[>t~~.. within the scope of the game.. but exclud· ing decoy missiles.f~ ground site counter.. . must travel in a straight line between its starting point and its target. . .'-:=2!::""---~.: Always measure to this point on all airborne counters. All the defender's missiles.. " MEASURING DISTANCES Always measure to the 1RBMl Range H::~~~ centre point on a 1~. and the attacker's decoy missiles. . Turning will be about a 1" (25mml dia circle._ _-. = -.:. All the attacker's missiles. MJllI La. will be under the control of the firing station and therefore may change direction in order to intercept enemy missiles or aircraft. No missile may move less than this figure during each move that it is in flight. AIRCRAFT AND MISSILE TURNING If an aircraft or missile turns more than 90 degrees thel") it will lose 30 mm of its forward movement. unless ordered to do so in the guidance factor table (see later section).

When the missile reaches the marker remove the missile counter and substitute three SOB counters. The other two ai rcraft in the fl ight will each carry SOBs. GROUND-TQ. Each missile will be controlled by its firing station. These must be released by an aircraft at the begin' ning of a move unless the aircraft is forced. which is rocket propelled once it leaves its carrier vehicle. denoted by a 'Break-Up' counter. The missile will be directed to a particular point.) ICBM Inter·Continental Ballistic. STRATEGIC BOMBER Lonltrange bomber aircraft operating in flights of three. with a warhead containing three stand-off bombs. (see later . section for details). ' 4 . where it will release its SOBs_ Alf three SOBs must be launched at the same time on reaching this point. but each may engage a different target. to deliver its bombs over the target. NOTE: The Break-Up-Point counters may be placed on the board at a measured distance from the 'Fail Safe Line'_ All four counters may be placed on the board in an attempt to confuse the defender as to which is the correct Break·Up-Point. If the missile reaches the Break-Up'Point before the end of the move then move the three SOB counters the remainder of the move in proportion.Missile with a single war-head contain· ilJg a 20 mega-ton device. IRBM Intermediate Range Ballistic Missile having a single war-head with a 6 mega·ton device.AIR MISSILE Missiles fired by the defender against the attacker's aircraft. They may be used against aircraft only. one aircraft in each flight being unarmed except for 3 decoy missiles for use against enemy ground-to-air missiles. and each has a war head containing a 2 mega-ton device. each with a 6 megaton device. Aircraft may fly at either high level or low level. This Flight Defence 'air· craft also has an airbourne radar with a range of 250 mm. and the attacker may choose to have one 50 mega-ton or two 20 megaton devices on each aircraft. SOB Stand-Oft-Bomb. by damage.WEAPON DETAILS ICBM (MRVl Inter-Continental Ballistic Missile (multi re-entry vehicle).

GROUND TO AIR MISSI LE SITE These sites have 4 missiles each and are able 'to fire and control two missiles simultaneously. A missile may be detonated at any point along its flight. but if the controlling ground station is destroyed the missiles will detonate at the end of the next move. No missiles may be prepared until the enemy aircraft have been picked up by a friendly radar station. and used to attempt to decoy enemy ground-ta-air missiles away from airc~aft. which has a range of 500 mm. Each missile will take one move to prepare for firing and this may only be done when any frienqly radar station picks up the target missile. (See Radar Station Details) Missiles may be detonated at any point along their"flight. but the station will only be able to control up to two missiles in fljght at the same time. They will be controlled by their firing station and each will contain a 3 mega-ton device. but if its target detonates or its controlling station is destroyed it will detonate that move. A second missile may be prepared and fired while the first is still in flight. The aircraft may fire and control up to two of these missiles at anyone time. which has a radar range of 700 mm (See Radar Station Details). and may not fire until the target is picked up by the firing station's own radar. GROUND STATIONS ANTI-MISS ILE SITE Ground sites which have 4 missiles each and have the ability to fire and control one missile per move. If the controlling aircraft is destroyed the decoy missile will also be destroyed. The missile may only be fired when the target is picked up by the firing station.ANTI-MISSI LE MISSI LE Missiles fired by the defender against the attacker's missiles only. and a second pair may be prepared but not fired while the first pair are in fli!tlt. Each Flight Defence aircraft will carry three decoy missiles and may launch them at the start of a move only. It will take the site one move to prepare two missiles for firing. DECOY MISSI LES Missil~ carried by the Fli!tlt Defence aircraft. 5 .

The 20 mm is measured·from any point on each counter. If the attacker causes no damage to the missile sites this will count against him. The radar range for each site will be 500 the flight are within 20 mm of each other.RADAR STATIONS These stations have a radar range of 600 mm and may operate on either high or low level scan. then the station will be classed as tracking all three. in order to increase the effectiveness of the defender's electronic counter measures (see later section). and when the station stops tracking it replace the marker behind the ground station counter. who will score point for their damage. If on high level scan they will automatically pick up any missiles or high level bombers. DESTRUCTION OF GROUND TARGETS Ground targets will be classed as destroyed when the mega-ton damage on them exceeds the figures below: 12 18 20 22 Radar site Ground-to-air site Anti-missile site IRBM site ICBM site 25 ~ty ~ Capital 50 6 . as it is assumed that he has left the defender with a high retalitory capability. If only two aircraft are within 20 mm then the station will only be classed as tracking those two. will all be unarmed except for their electronic defences. the capital and the two cities. Place this marker alongside the target counter. Only when on low scan will they pick up low flying aircraft. These sites are the prime targets for the attacker. such as ICBM and IRBM missile sites. (see later section). and all the aircraft. (NOTE: If the station is tracking a flight of aircraft. These stations may lock onto a target and track it. which are detailed later.) OTHER GROUND SITES Other ground stations. if they are able to locate them or maintain tracking of them. Use a 'Locked On' marker to indicate which target the station is locked onto.

ary targets. undamaged point on each IRBM and ICBM site. Add together the mega·ton damage inflicted on all the ground stations. ATTACKER'S ORDERS The attacker writes orders fo( all his missiles and aircraft as soon as the game is set up.remove the 'L~ked On' marker from the first target and place it by the ground station counter. A radar station changing from one target to another will also lose a move in doing so. and war head size. bomber destroyed. When the game starts the defender must write orders for each ground station. including the position of the Break·Up·Point markers. RESULT If the attacker's score is 150 to 300 he is the victor.10 per 5 per 1 per ground·to·air missile destroyed on the ground. 3) The number. If no aircraft are launcheej then up to 3 missiles only may be launched. bomber damaged. anti·missile missile destroyed on the ground. (NOTE: A ground station changing its electronic defence from one target to another will lose one move while doing so. This marker may not then be moved until the defender's next turn. 4) The order in which he will launch his missiles and air· craft. If his score is less than 150 it is a victory to the defender. of each aircraft's SOB lead.. DEFENDER'S ORDERS Initially the only orders that the defender must write is which radar stations are on low level scan. then add or subtract the following: + 10 per + 25 per .DECIDING THE WINNER The winner of the game will be decided when all the attacker's aircraft and missiles have completed their attack. when a station changes its defence equipment from one target to another. To indicate this one move delay. The attacker may launch two flights of aircraft and two missiles.) 7 . He will fill in details on his order sheet covering the following: 1) The target for each missile. or one flight of aircraft and three missiles. and also each attack aircraft's primary and second· . 2) The target for each SOB carried by the ICBM (MRV)s. at the beginning of each of his moves. stating the target onto which its radar will be locked that move.

7) The defender determines the effect on his missiles' guidance systems of any nuclear detonations within range. 4) Attacker moves all his missiles and launches any new missiles. 9) Move defender's ground station 'Locked On' markers for stations which are changing targets this move. Low level aircraft must return to low level flight after delivering their weapons.GAME START AND MOVE SE~UENCE The game will start when the attacker moves his first units over the 'Fail Safe Line'. or. NOTE on defender's missiles: These missiles may be detonates at any point during their move. 3) Determine the effect of the defender's electronic defences directed at the attackers missiles. the aircraft stand less chance of surviving the attack. It will take one move to climb to high level and its forward movement will be reduced to only 10mm that move. 8) Determine if the defender's low scanning radar stations pick up any low flying aircraft. To indicate this place a 'Low Level marker behind the flight. 8 . When aircraft are flying at low level the defender's radar sites will have difficulty in picking them up. 10) Move defender's missiles and detonate them as required. if radar or missile site was tracking low level flights last move. Each game move will be taken in the following sequence: 1) Attacker launches or moves any decoy missiles and determines their effect on enemy ground-to-air missiles. To bomb a target a low flying aircraft must climb to a higher level before releasing its weapons. may not be detonated until they hit the decoy missile or the decoy missile loses contact with them. 5) Determine the effect of any attacker's missiles detonating on ground targets. Ground-to-air missiles. then moves or launches any aircraft flights. which must intercept a decoy missile. if the defender does pick them up and fires missiles. High level aircraft may not descend to low level if they started the game at high level. this being determined by the defending player. 6) Place defender's missile counters against ground sites which have prepared them for firing.) LOW FlYING AIRCRAFT Aircraft may fly in at low level. determine if they maintain the track. 2) Determine the effect of any nuclear detonations within range upon the attacker's missiles' guidance systems or aircraft.

RADAR CHANCE FACTOR (only against low level aircraft) To determine if a low scan radar station picks up or maintains its track of low level aircraft throw one dice and consult the following table: Range in mm o to 100 101 to 200 201 to 300 301 to 400 401 to 600 3 4 5 6 Dice throw to pick up 2 Add 1 to the dice throw if the station is a ground-to-air site attempting to pick up a flight which has already been located by a radar station. A ground-to-air missile site must pick up a low flying aircraft before it can fire its missiles at it. INITIAL FACTOR ICBM (MRV) and ICBM IRBM SOB Ground-ta-air missile Anti-missile missile . each station or site tracking it must dice each move to determine if it maintains the contact. Add 2 if the station or ground-ta-air missile site was tracking the flight last move. has an initial guidance factor representing the missiles ability to reach its target through enemy electronic defences and areas of nuclear detonation. the missiles will detonate that move. MISSILE GUIDANCE FACTOR Every missile excelJt decoy missiles. If the site loses contact its missil~s may be guided to their target by a locked on radar station. 9 . .n the factor falls to Zero or less the missile will detonate. Whe. Once an aircraft has been picked up. As this guidance factor falls (record the levels on the Missile Control Chart) the missile will become more susceptible to the defender's electronic defences. If contact is not recognised and there is no radar station locked on.

Any result greater than +3 will enable the missile to come back onto target. 3) A missile which deviates will detonate at the nearest point to its targEt along its new flight path. One attempt per deflected missile per move. Use the deviation card when measuring its movement.1 to + 1 Speed reduced bv 40 No effect Deviation Factor (from abovel + 2 & more No effect No effect NOTE: 1) A missile wh ich is destroyed will not detonate. DEflECTED MISSI LES Missiles which are deflected from their target must do either of the following: 1) Attempt to come back onto its target by a random dice throw.5 to .MISSILE DEVIATION When a missile loses more than 2 guidance factors in anyone move dice to determine if the missile deviates.7 Speed reduced by 40 mm Speed reduced by 50 mm Speed reduced by 60 mm Speed reduced by 60 mm . Throw a random factor and add or subtract the following: + 1 per guidance factor remaining on the missile 1 per guidance factor lost by the missile 1 per 2 mega-tons points damage to its controlling station (defender's missiles only) 2 if missile is an SOB and its controlling aircraft is damaged. 2) If the missile does not come back onto target the attacking player detonates it at the nearest point to its target. 10 . 1 per radar ~tation loced on to the missile. 2) Deviate means that the missile will deviate 10 degrees from its flight path this move. 4) Speed reduction applies to the current move only. It is not a reduction in the forward speed but represents the missile becoming erratic and flying off course.2 to-4 No effect No effect Speed reduced bY 40 Speed reduced by 40 No effect . RESULT ICBM (MRVI ICBM 80lRBM G·A Missile & SOB A·M Missile -14 & less -11 to-13 .8 to-1O Destroyed Deviate Speed reduced by 60 mm Destroyed Deviate Deviate Detonate Detonate Speed reduced by 60 mm Detonate Detonate Speed reduced by 60 mm .

On the next move remove the top detonation counter.Random factor. 2) SOBs fired by aircraft may be set to ground or low air burst before they are fired./ 9 10 . ground targets or to low flying aircraft./ 7 6 /4 13. / 8 9 -=:. A missile may be ordered./A·M prepared sites no missiles prepared 6mepton 20 mep ton SOmepton . + or.5) If the controlling station or aircraft is destroyed any missile it has In flight will detonate at the beginning of the next move.:7' 8 16 . NUCLEAR DETONATIONS When a missile detonates it will cause an area of effect relative to its warhead size and the height at which it is detonated. on the following move take off the remaining counter. Determine the damaged caused by ground low airbursts. 1) Determine the factor f~om the War Head Size table. / 10· 11710 4/2 1 3 7/6 3 5 ~3 /5 9 7 5 Y2 Y5 Y7 11 10/8 5 7 7 / . will have an effect on other airbourne and ground targets within its area of effect. the effect of its shock wave and radiation will remain for two moves. / 12 13 . LOW AIR BURST Used against a city. G·I. in its original orders. DEVICE SIZE WARHEAD SIZE TARGET Capital City Radar site ICBM/IRBM sites missiles. 6) Loss of guidance factors by an ICBM (MRV) will not effect the guidance factors of its SOBs. capital or radar station target to give maximum blast and radiation damage. to detonate at varying levels. Will cause no damage to . Once a missile detonates. 2) Add the factor from Radius of Effect table. GROUND BURSTS Used against all missile sites to give maximum damage to underground installations. HIGH AIR BURST Used by the anti-missile missiles against other missiles. Note: 1) All detonations other than high air bursts. Any aircraft or missile moving in the area of effect will be susceptible to damage and loss of guidance./ . 3) Add or subtract the following: -1 per 5 Mega-Ton points damage already sustained by the target. Place two detonation counters at the ground zero point.

burst Low burst 20mm 6mt 2mt 20mt 20mt 50mt 12 40mm FACTORS 60mm 3mt SOmt aOmm RANGE Maximum radius of effect .A'S -a.RADIUS EFFECT TABLE size DlIYice C./--12 -1 yc::13 60mm 100mm -17Aa -13~14 -IS.. If the target is completely destroyed turn the counter over.. DAMAGE TO AIRBORNE TARGETS All missiles and each aircraft in an area of effect must determine if it is' affected.ffect will be taken into account that move and if detonation occurs then this will take place at the beginning of that move. point SOMT 9/7 20 MT 6 MT 10mm 20mm A.419 VS 2/-2 1-1-/-4 6/4 37-5 -7~10 .47 LOW~ burst Ground burst RESULT The result of the above calculation is the number of Megaton points damage caused on the target.. Record the damage on the target's record sheet. Any such e..ntr. Do not remove from the board.1 0 4 -14. To determine the effect or damage caused take the factor from the following table. low high Ballistic missile SOB A-M mi 'I G-A mi 'I 10 7 16 a 6 12 6 5 9 5 3 6 3 1 4 9 9 8 7 6 6 4 3 2 1 10 9 7 5 2 10mm Hi!#.nge 30mm 40mm Jj/-8 -6~13 -13/Z16 -17.

Add or subtract the missile's or aircraft's factor from the following table.ns that the aircraft must dice to deter· mine the effect (see following table). DICE THROW RESULT 6 Aircraft destroyed. 13 . Speed reduced to 50 mm and flight duration now a maximum of 10 more moves. Aircraft will crash if not over the Fail Safe Line by the end of that time. Throw one random factor. AIRCRAFT DICE Throw one dice. These detonate. Must deliver its bomb(s) over the target. Flight defence aircraft loses control of any decoy missiles in flight. Guidence fector 17 12 9 7 to to to to ICBM(MRV) 8rICBM 24 16 11 IRBM AIRCRAFT 8r others -4 8 ~to 6 1 to 4 -3 -3 ~ -2 -2 -1 0 -2 -1 0 +1 -3 -2 -1 0 Add or subtract the following: +2 If target is an aircraft al ready damaged.jrcraft damaged. Th is mea. +1 Per nuclear detonation within 100 mm. 1 A. Must engage the nearest target(s) of opportunity and turn for home this move. +5 If target is hit by an 'On Target' detonation by a defender's missile. Unable to reach either its primary or secondary targets. 2 or 3 Aircrafts damaged. 4 or 5 A ircraft damaged. Guidance system destrQyed. RESULT Feetor from ebove Bellistic missile SOB Defender's missiles Aircreft 15 or more 10 to 14 Destroyed 8 GF lost 5 GF lost Destroyed Destroyed Destroyed Destroyed 6 GF lost Destroyed Destroyed Dice Dice No effect 6 4 2 1 to or or or 9 5 3 3 GF lost No effect less GF Destroyed Dice 6 GF lost 4 GF lost 2 GF lost No effect 3 GF lost 1 GF lost Guidance factors Missile or aircraft is destroyed without detonation.

from the flight. + 1 per additional decoy missile in effective range.1 if controlling aircraft is at low level. They will be controlled by the firing aircraft. If at the half way point in the move. ground-to-air missile continues towards its target. Less than-l No effect. Missile guidance iammed. When decoy missiles are in flight the controlling aircraft will partially jam the ground-to-air missile controlling station so that the station will be unable to detonate its missiles if they are affected by the decoys. DECOY FACTOR Range in mm'. 5 6 or 7 8 to 10 120 100 80 60 40 20 +1 +2 +2 +3 +4 +0 0 +1 +2 +3 +4 +5 -1 0 +1 +2 +3 +4 -2 -1 0 +1 +2 +3 11 to 14 -3 -2 -1 0 +1 +2 Take the factor from the previous table and add or subtract the following: . A decoy missile will have a decoy range of 120 mm and may attempt to draw off a ground-to-air missile at either full or half way point in the move. 101 81 61 41 21 to to to to to o to Target missile. Decoy missiles must be launched at the beginning of a move.1 per radar station locked-on to the controlling aircraft. . 14 . + 1 per 5 megaton (or part of) damage to ground-to-air missile's controlling station.DECOY MISSI LES The object of these missiles is to draw off the defender's groundto-air missiles so that they detonate at a safe distance . They may turn any number of degrees during their move in order to intercept or pass close to a target. Throw one random factor. RESULT FACTOR Any plus reJLIt o or-l Missile turns to intercept the decoy. determines its effect on the target then moves the remainder of its move. They will tu rn on a radius of W' and willlose 50mm of forward movement rate when making turn of 90 degrees or more. Decoy missiles may deviate in order to intercept enemy ground-ta-air missiles. if the target is within the aircrafts own radar range. a DECOY MISSILE EFFECT At either the full or half way point in the move the decoy effect is calculated. Pr_nt gUidance fector 1 to 3 4 o. the decoy moves through hal f its move. speed reduced to 30 mm next move.

A station which sustains damage will lose power at the following rate: 2 )( Megaton points damage/~ 15 .3 14. its locked on counter must be tlY the target counter. To use its electronic defence equipment a ground station must be locked onto its target. the first is the power reduction in mega-watts. will use power in mega'watts from a limited power source. but at no time may it use a power out-put exceeding 50 mega-watts.5 6-5 9.9 3-8 3-9 4-10 5-11 8-1 8-1 7-2 8-2 7-4 5-4 3-6 2-7 Each site equipped with electronic defences will start with a power reserve of 100 mega-watts. The following table gives the power out-put in mega·watts at various ranges. The second figure is the electronic offence factor. reduce the station's available power out-put by that amount.2 15.5 8-4 11.1 10-2 12-2 14.8 7. The equipment. ELECTRONIC DEFENCE TABLE Power out-put (max of 50 per move) Range 401 301 251 201 151 101 51 to 500 to 400 to 300 to 250 to 200 la 150 to 100 o to 50 1 to 5 6 to 10 4-1 4-1 4-1 4-2 3-3 2-3 1-4 1-5 6-1 6-1 6-2 6-2 5-3 4-3 2-5 2-6 11 to 15 16 to 20 21 to 30 30 to 40 41 to 50 10-1 12-1 14. city.3 11-4 12.1 16. Measure the range from each station locked on to the target and cross reference this with the power out-put available. i.2 9-2 11-3 13. and the capital is equipped with electronic defellce equipment with which it can attempt to either divert or detonate prematurely E-f'1emy missiles.4 10-4 12. and which can be sustained for a limited period.ELECTRONIC DEFENCES Each Ballistic 'TIissile site. when in use.7 8-6 10.e. The result will be two figures.8 4-7 5-7 6. Up to two sites may combine against the same target.4 19-3 13. which is used in the following calculation to determine the effect on the enemy missile.

. but use 5 Radar Sites and the capital for the defender. 2) Check each station's maximum power out·put.1 o~ses ~S17l61 D Q6-.. + 1 per damaged radar stition tracking target.. x 5 ft. then determine from the previous chart the power loss and offence factor.."'" 0 .--snj 0 .4*7Ff 0.1 D 1. RESULT Any plus result equals the number of guidance factors lost by the target missile that move..t am O"""sel 0 .II [JClTYI a.1 per nuclear.detonation within 200 mm. Throw one random factor. Double the points value for victory conditions.ELECTRONIC DEFENCE EFFECT To determine the effect of a ground site's electronic defences: 1) Determine the range to the target for each ground site locked onto it.. SITE I I I 16 . O. 3) Add the offence factors together. The resulting detonation will be classed as a Low Air Burst... Any result of +10 or more: the missile will detonate at that point.*.. using a playing area of 3 ft.-AStTtJ: o........ DI($fSlTf't:km-. APPENDIX The following is a typical defender's set-up._z -ft'. For unaller playing areas use only half the counters for each side. I _n... and reduce the ground stations power reserve by the power loss figures.. +2 per undamaged radar station tracking target. 4) Add or subtract the following: .

POWER DAMAGE DAMAGE POWER 100 100 MISSILE DEFENCE ORDERS CITY 2 CITY 1 CAPITAL DAMAGE POWER AM SITE 1 100 I Damage LAUNCHED MISSILE Guidance Factor Loss 1 NO NO NO NO 2 14 14 14 14 3 4 ICBM SITE 1 Damage Power ICBM SITE 2 Damage 100 Power IRBM SITE 1 IRBM SITE 2 Damage Power Damage Power 100 100 G'A SITE 1 100 RADAR 4 SCAN IDAMAGE RADAR 7 SCAN DAMAGE SCAN IDAMAGE RADAR 5 SCAN DAMAGE RADAR 8 SCAN DAMAGE RADAR 3 SCAN NO NO NO NO 14 14 14 14 DAMAGE RADAR 9 SCAN DAMAGE 1 2 3 3 [Damage NO NO NO NO 14 14 14 14 G·A SITE 4 ) Damage !Damage LAUNCHED MISSILE Guidance Factor Loss NO NO NO NO LAUNCHED MISSILE Guidance Factor Loss NO NO NO NO 1 14 4 G·A SITE 3 RADAR 6 SCAN 14 LAUNCHED MISSILE Guidance Factor Loss 2 IDAMAGE 14 14 G·A SITE 2 IDamage 4 RADAR 2 2 3 4 LAUNCHED MISSILE Guidance Factor Loss 1 RADAR 1 SCAN I DAMAGE A·M SITE 2 IDamage LAUNCHED MISSILE Guidance Factor Loss NO NO NO NO 1 14 14 14 14 1 2 3 2 3 4 4 14 14 14 14 .

F.Burst Size Height TARGET MISSILE 20 20 ICBM 1 ICBM 2 20 20 ICBM 3 ICBM 4 IRBM 2 6 6 IRBM 3 6 IRBM 4 6 G IRBM 1 IRBM 5 6 IRBM 6 ICBM(MRV) 1 ICBM (M RV) 2 SOB 1 6 SOB 2 6 SOB3 6 SOB 1 6 SOB2 6 6 SOB3 Ale NO SOB Target A/eNO SOB Target MISSILE ATTACKORDERS Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 LAUNCH LAUNCH LAUNCH LAUNCH Flight 1 Defence Alc NO Level Decoys 1 121 3 Damage A/eNo lAic NO lAIC NO SOB G. losses NO MISSILE NO 1 12 Damage Alc NO I3 IA/eN0 SOB G.F. losses NO NO NO lAIC NO 112 NO Flight 2 Defence Alc NO 1 I2 Damage Ale NO lAic NO NO Flight 4 Defence Alc NO 112 NO ICBM 3 I<.F.:BM 4 IRB'V1 1 Level Decays IRBM 5 IRBM 6 IRBM 4 lAic NO NO ICBM 1 ICBM 2 IRBM 2 IRBM 3 SOB G. LOSSES Level Decoys NO I3 lAic NO 112 NO ICBM (MRV) 1 NO SOB NO NO ICBM (MRv) 2 NO SOB NO NO Copyright In·ltial Facter Losses 24 24 24 24 16 16 16 16 16 16 24 12 12 12 24 12 12 12 C> Tabletop Games 1975 . F. losses NO MISSILE G.F. losses NO NO Flight 3 Defence Alc NO NO 112 NO Level Decoys 1 12 1 3 Damage Ale NO lAic NO SOB G.

I - . Fin'ally fill in the target(s) for each aircraft. 1 Initial power reserve.OS5 ~ . " Initial guidance factor. the first line will be its secondary target and the second that of its primary target. L. FLIGHT DETAIL BOX Fill in either 'HIGH' or 'LOW' Fill in Flight Defence aircraft's number Cross out as missile is fired. ~ - Fill in damage points. Then fill in the number and device size carried by each aircraft. Write in against each such missile that missile's new guidance factor. ~ ~~ " M N.l-- \ ::"al: Record missile guidance factor losses in these boxes at the end of each mov e rw' ~2. SOB initial guidance factor.ILf!. Fill in SOB number.. - Enter missile number when fired. . As power reduces wr new reserve figure in next box below. (NOTE: if only one 50 mega-ton device is carried ignore the second line for that aircraft). Fill in each aircraft's number in flight. Next fill in the launch sequence details on the top of the sheet: write the missile or fli\tlt number in each box in the move in which it is to be launched. L for a low air burst. For each flight of aircraft fill in each aircraft's number in flight sequence. CITY 2 il:WvWiE u-ASITE 3 - Po¥.'E~ w- 0. Do not include the flight defence aircraft.FILLING IN THE ORDER SHEET ATTACKER The left hand column is for indicating the target(sl ot each of the attacker's weapons. The missile Guidance Factor loss table need only be used as a missile loses guidance factors.3 JPAA1AGf' _ ~CtED M'S!. Fill in the SOB identification numbers as they are released from an ICBM(MRV).. and also the burst height of each missile's device. In each ICBM (MRV) square write the Break·Up Point number where it will release its SOBs. when fired. .". Indicate this height as: G for a ground burst. DEFENDER GROUND SITE Write megaton damage points MISSI LE SITE Cross out as missile is fired.. . . G. Indicate damage dice throw.

With these games you are no longer limited to the same old battlefields but can create new ones for each game. Each game includes troop counters and terrain features or details on terrain use. MICRO-SCI FI A game of surface combat on new worlds btween a Stella Combat Group and a Zoltan raiding force. BOAT THE MICRO·WARFARE SERIES In this series of games Tabletop Games has introduced the board game without the board. MICRO-NAPOLEONIC NAVAL Creates fleet or individual ship actions during the time of Nelson. For a complete list of expansion sets for the above micro games and a large range of wargame rules' and models send ·S.E. u. to.92 ACTON ROAD. and French army. MICRO-MODERN WWII An attack on a dug-in Russian infantry division by a German fanzer division on the'Russian front.A.B. ENGL~ND . An attack by German U Boats on an allied Atlantic convoy during WWII. MICRO-NAPOLEONIC Creates battles of the Napoleonic Wars between a British. NOTTINGHAM. MICRO-ANCIENTS A Roman army against a Carthaginian army during the Punic wars.T. The series provides the unrestricted scope of miniature wargaming and the compact scope of boardgaming. Small 'ship actions in the Channel during the second world war. GALACTIC WAR M. MICRO-FLEET WWI British and German Battles Cruiser actions during the First World War. MICRO-COLONIAL A British 'force against Zulu Impis during the Zulu Wars.TABLETOP GAMES OTHER GAMES IN THIS SERIES A game of conflict in space between two similar space fleets. ARNOLD.

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