Producing Weapons Statistics For Micro Armour - The Game
Producing Weapons Statistics For Micro Armour - The Game
Producing Weapons Statistics For Micro Armour - The Game
The various values for weapons stands in the Micro Armour: The Game (MATG) and supplements are based on the best data we
could find. Whenever two or more sources disagree, we tended to take either the most reasonable, the most reliable from previous
experience, or when that failed, an average between conflicting values. Using the criteria below, you may come up with entirely
different values than we did. If you prefer the stats you arrived at to the ones provided in the rules, please be sure to re-calculate
the point cost for any weapon you modify.
Firepower (AP): The armor-piercing firepower of any weapon stand represents the number of centimeters of homogenous steel plate
a shot from that weapon can penetrate at five-hundred meters, modified as follows:
1) x .9 for Low Velocity guns.
2) x 1.1 for High Velocity guns.
3) x 1.1 for Hyper-Velocity guns.
4) x 1.1 for Tech-Level 2 guns.
5) x 1.25 for Tech-Level 3 guns.
6) x 1.25 for Tech-Level 4 guns.
Example 1: The U.S. M.103 Heavy Tank (TL2) was equipped with a 120mm High Velocity gun. The M1A1 (TL3) was equipped with a gun of the
same caliber. The M1A1s gun has a firepower of 20 as opposed to the 16 firepower of the M.103 (a difference of 25%).
Example 2: The Soviet ISU.122 (TL1) had a 122mm Low/Medium Velocity gun with a firepower of 11. The T.72 (TL3) had a gun of the same
caliber with a firepower of 19. The difference between the two is ~75%. (11 / .9 [low to medium-velocity] x1.1 [high-velocity] x1.1 [hypervelocity] x 1.25 [TL.3] = 18.48 (rounded up to 19).
NOTE: The numbers above should be considered more as guidelines than rigid requirements, to be used when the actual data is either uncertain or
simply unavailable. Whenever specific data on a weapons performance is available, use that instead.
Example 1: The Soviet 122mm M.38 has an HE value of 8, while the Soviet 122mm D.30 has an HE value of 9 due to its increased rate of fire and
improved explosive filler.
Example 2: The U.S. 155mm M114A1 has an HE value of 10 due to the large explosive charge of its shells. The 175mm M.107 also has an HE
value of ten. The explosive charge of its high-velocity shell is only slightly heavier than that of its smaller counterpart.
1
+1
+1
Example 1: TL1 Infantry (Type F) platoons, [typical infantry for the Spanish Civil War or early Soviet Infantry] were equipped with little more than
bolt-action rifles. Three squads made up such a platoon. (3 x .9 = 2.7). Its HE firepower would be 3.
Example 2: World War II submachine gun infantry platoons composed of three SMG-armed squads would have an HE firepower of 6 (2 x 3 = 6)
NOTES:1. Cannon-armed stands (tanks, AT guns, etc.) for which there is no HE ammunition available, use either the value of their
mounted machine guns or the firepower of their crews.
Example 1: British early-war tanks had no HE ammo. The platoons had three tanks each. Their HE firepower is 3, reflecting the firepower of the
platoons three MGs.
Example 2: 2lbr AT guns had no HE ammo. Their HE value is 2, reflecting the firepower of the personal weapons of their crews.
Range: 1. Artillery ranges reflect 80% of the weapons maximum rated range (to account for atmospheric conditions, etc.).
Example 1: The U.S. 105mm Howitzer M.102A1 has a maximum range of ~11,200 meters. Its range in the rules is 89 inches (11,200 x .8 = 89.6,
rounded down to 89).
Example 2: The U.K. 25lbr Mk.2 Gun/Howitzer has a range of ~12,000 meters. Its range in the game is 97 inches (12,000 x .8 = 97.6, rounded
down to 97).
2. Small arms are rated at 500 meters (the maximum range at which rifle sights were reliable).
3. Units armed primarily with submachine guns or machine pistols are rated at 60% of bolt-action rifles (300 meters).
4. Machineguns are rated at 1,000 meters due to superior sighting gear and stable mounts. Light mortars (50mm or less) are
the same.
5. Anti-tank weapons are rated based on the maximum range at which they retain at least 50% of their basic penetration.
Example 1: The U.S. 37mm M3 ATGs penetration was ~54mm at 30 degrees at 500 meters. That dropped off to ~25mm at 1,000 meters. Hence,
its range is 10 inches.
Example 2: The German 50mm PAK.38s penetration was ~57mm at 30 degrees at 500 meters. That dropped off to ~34mm at 1,500 meters. Hence,
it has a range of 15 inches.
6. 2,000 meters is a standard top range, representing the maximum sighting distance possible in mixed terrain under normal
atmospheric conditions.
7. Thrown weapons (grenades, etc,) and pistols have a range of less than 50 meters. Therefore, their range is 0. They may
only attack through Close Assault.
Defense (Armored): Each armored vehicle has an Armor Base Front. This represents the average thickness of armor it carries in
centimeters of homogenous vertical steel plate. This value is increased by 10% (cumulative) for each 20% of slope.
[0 10 degrees x 1, 11 30 degrees x 1.1, 31 - 50 degrees x 1.3, 51 70 degrees x 1.6, etc.]
Example 1: The PzKfw.V Panther has a frontal armor value of 8 cm at 35 degrees of slope. Its armor value [front] is 10 (8 x 1.3 = 10.4).
The Armor Base Flank/Rear is 50% of this. It isnt accurate but functional.
Example 1: The PzKfw.V Panther has a frontal armor value of 10. Its side / rear armor value is 5.
Example 2: The PzKfw.VIa Tiger has a frontal armor value of 11. Its side / rear armor value is 6.
NOTES:1. Armored vehicles with particularly low silhouette should gain a defense advantage. Particularly large vehicles should be
penalized.
Example 1: The PzKfw.IV has a defense value of 7. The Stug.IIIf has a defense value of 8, primarily due to its lower silhouette.
Defense (Other):
This is based on dispersal. The idea being that 100 men distributed over 10,000 square meters and ten men distributed over the same
area are equally vulnerable (from a mathematical viewpoint).
Example: If a given weapon produces 30% casualties in a 10,000 square meter area, a 100-man unit would lose thirty men, and a
ten-man unit would lose three men. Percentage-wise, the result is the same.
An arbitrary value of six was used for personnel stands based on the casualty producing capability of 75mm guns during
WWI. Since the HE value of this weapon was set at 5, this produces a D result about 9% of the time. Two such hits destroy the unit.
The same personnel stand struck by two such sections (a closed sheaf) destroys the stand about 12% of the time. If the stand is moving the potential damage is much worse: Two average die-rolls (7) will destroy the unit. The functional result is that infantry caught
in the open are essentially pinned in place. Infantry caught moving in the open by even light artillery are, for all intents and purpose, DEAD!
NOTES:1. Units other than personnel have a defense related to their comparative size. Objects about the size of a jeep have a defense
of three. Larger objects have values that are proportionately lower. (The larger the object, the lower the defense value).
Example 1: A medium truck (not an armored vehicle, but the effect is the same) is much larger than a Kubelwagen. The Kubelwagen has a defense
value of 3, the trucks defense value is 1, due to its high silhouette.
2. Horse Cavalry stands have a defense of five (5) for a reason. Cavalry units defense is rounded DOWN to a two rather
than UP to a three, making them more vulnerable when moving than infantry stands.
Example 1: Rule 10.0 for Special Weapons in Micro Armour: The Game - WWII (page 14) states that the defense value of personnel stands in the
Movement Posture is halved (rounded down) from 6 to 3. Since horsed-cavalry are considered personnel stands, their defense value is rounded down
from 5 to 2.
Speed: 1. Tracked vehicle speeds are based on their maximum published movement rate in miles per hour. Since this represents
the vehicles performance on smooth/flat ground under perfect weather conditions, it represents the movement rate for that
vehicle on a good road.
Example 1: The M.4 Sherman and PzKfw.IV were both rated a 20 22 mph. To achieve this rate of speed, the vehicles were tested under ideal conditions. This yields a road movement rate of 20, a value halved to ten mph for cross-country movement.
This value is reduced by half for cross-country movement, primarily in the interest of the health and well-being of the crew,
and to reflect the caution normally exercised by combat-vehicle drivers in unfamiliar country.
2. Wheeled vehicles move at 25% of their road movement rate cross-country, due to the vulnerability of wheeled suspensions.
3. Infantry movement is based on a standard battlefield shuffle of 2.5 4 MPH (averaging 3).
4. Horses move at 8 MPH, wagons at 6 MPH.
NOTES: The movement rate for all stands is expressed in miles-per-hour for the following reason:
1. The time scale is three minutes per turn.
2. The distance scale is 100 meters per inch.
3. 1000 meters equals ~.66 miles. One mile equals ~1,660 meters.
4. A stand moving at 1 MPH moves 100 meters in three minutes (1,660 meters / 20 turns per hour = ~83 meters).
5. No stand moves every turn (due to Cohesion limits) and will often move faster or slower depending on conditions. Hence,
an average of 100 meters per turn.
6. Two vehicles with the same maximum speed might have two slightly different movement rates based on ground pressure
(defined as a vehicles weight in pounds divided by its footprint (surface area of tires/tracks) in square inches. This can
also be described as the horsepower to weight ratio. The lower the ground pressure is, the more nimble the vehicle.
Here are some examples:
PzKfw.IVH
PzKfw.VIA
PzKfw.VIB
PZKfw.V
E.100
Maus
11.1
11.6
9.1
14
8.6
6.38
T.34/76
T.34/85
JS.II
JS.III
SU.100
15.9
14.2
9.7
9.7
11.4
M3 Stuart
M4A3 Sherman
M48A2
17.8
14.7
18.4
Example 1: The standard infantry movement rate in the WWII rules is three, representing a standard battlefield shuffle of 2.5 3 mph.
Example 2: The standard infantry movement rate for more modern infantry is four (3 4 mph), representing the lighter weight of modern infantry
gear and the comparatively greater stamina of later generations.
Cargo Capacity:
1. This is generally expressed in 250lb increments.
Example: A jeep has a capacity of 4, based on a towing capacity of 1/2 ton.
NOTES:1. Bear in mind, one transport stand generally represents anywhere from three to six actual vehicles (and possibly more).
2. A good rule of thumb is to ascertain the towing weight of those weapons a vehicle was commonly used to transport, and
match these up.
3. The personnel carrying capacity of a transport stand is based on the number of transport points required by a standard
infantry stand (8).
Transport Req:
This is based on the general practice of the nation involved. If a particular vehicle was habitually used as a prime-mover for a specific weapon, it stands to reason that the vehicle should be able to transport that weapon.
Example 1: The U.S. used its general purpose 2.5 ton truck for nearly every towing job that came up. However, the M.4 and M.5 High speed tractors were specifically designed for use as artillery prime movers for its heavier 155mm and 203mm guns. Therefore, these tractors should be given
a high enough cargo capacity to handle these weapons effectively.
Example 2: The same is true for the German SdKfz.7 heavy half-tracked tractor. It was the most common prime mover used for their 88mm Flak.36,
as well as many of their other heavy 150mm. etc. artillery pieces. Therefore, its cargo capacity should reflect an ability to handle these weapons
effectively.
NOTE: Rule 11.06 in the Modern Micro Armour The Game rulebook outlines the adverse effects of attempting to tow or carry
items beyond the rated capacity of a given transport stand.
Notes on Assigning Tech Levels:
One of the major determinants is the Sighting Gear employed on a given weapon:
1. (TL0) Normal Basic reticle pattern (cross hairs), requiring training and experience to achieve accuracy due to kentucky
windage.
2. (TL1) Stadia Reticle This form of sight had graduated lines above and below the center line. A trained gunner could estimate
the range if he could recognize the target and know its approximate height. It took less time to train a talented gunner to use this
effectively.
3. (TL1-2) Ranging Machinegun During WWII it dawned on some British tank gunners that if they fired a burst of machinegun
fire before a gunfight began, they could accurately estimate the range to various landmarks in their field of fire. Once they realized
that the tanks coaxial MG could be adjusted to correspond with the main gun, they could reduce the number of ranging shots
necessary before scoring a direct hit on the enemy. As it turns out, the US 50cal M2 heavy MG has THE most reliable ballistic
characteristics of any light weapon in existence to this day (a useful tool in so many ways).
4. (TL2-3) Stereoscopic Coincidence This gun sight uses the same principle as ranging binoculars. The gunner focuses the dual
image appearing in the sight and reads the range from a scale superimposed on his field of vision. Just like focusing a camera!
5. (TL3) Primitive Laser Range Finders These used two light beams focused precisely on the target to give accurate range data.
6. (TL4) Advanced Laser Sights These are linked to an onboard computer which passes the range data obtained by a single
focused beam DIRECTLY to the gun itself. The gunner simply needs to place the cross hairs on the target and wait for the little
green light to appear in his sight telling him its time to shoot! The most advanced MBTs actually have TWO such rangefinders,
one for the gunner and one for the vehicle commander. Even as the gunner is engaged in destroying the first target, the commander
is sighting in on a second one. Once the tube is clear, the commander simply switches control to the gunner and the turret automatically swings left or right based on the image in his sight. The gunner then simply loads up and waits for the gun to be adjusted and
the little light to go on.
General Notes
Many values can be inferred through context. Weapons of a specific performance should have characteristics and stats close to
those of other weapons of similar performance. Improved weapons should have improved characteristics over their predecessors.
When in doubt, go with your instincts, and never ignore the input of well-informed play testers.
POINTS FORMULAS
To calculate the point cost for most non-artillery weapons (Tanks, Infantry, APCs, etc.) armed with conventional weapons) in the
modern rules, use the following formula:
2 (AP.f x AP.r / 10 + HE.f x HE.r / 10 + DV.m + MV.m + MV.a + CC / 8) x TL.m x F.m = Point Cost WHERE:
AP.f
AP.r
HE.f
HE.r
DV.m
MV.m
=
=
=
=
=
=
MV.a
CC
TL.m
F.m
=
=
=
=
ATGM systems or vehicles carrying ATGMs along with other weapons point values are calculated using the following formula:
2 [DN ( MAP.f x MAP.r / 10 + MHE.f x MHE.r / 10 )] + [( 1 - DN ( AP.f x AP.r / 10 + HE.f x HE.r / 10 ) +
DV.m / 2 + MV.m / 2 + MV.a + CC / 8 ) x TL.m x F.m, WHERE:
DN
MAP.f
MAP.r
MHE.f
MHE.r
AP.f
AP.r
HE.f
HE.r
DV.m
MV.m
=
=
=
=
=
=
=
=
=
=
=
MV.a
CC
TL.m
F.m
=
=
=
=
NOTE: Man Packed (MP) ATGMs are not multiplied by 2 as above. All other factors apply.
Artillery Weapons (Guns, Mortars, and Rocket Launchers) points are calculated using the following formula:
TL.m x F.m x DF.m x [( AP.f x AP.r ) + ( HE.f x HE.r ) x RF x S] + DV.m + MV.m + MV.a WHERE:
F.m
DF.m
AP.f
AP.r
HE.f
HE.r
RF
=
=
=
=
=
=
=
S
DV.m
MV.m
=
=
=
MV.a
CC
TL.m
=
=
=
Anti-Aircraft Missile Systems point values are calculated using the following formula:
TL.m [( AP.f x AP.r ) + ( HE.f x HE.r ) x RF] + DV.m + MV.m + MV.a WHERE:
AP.f
AP.r
HE.
HE.r
RF
=
=
=
=
=
DV.m
MV.m
=
=
MV.a
CC
TL.m
=
=
=
NOTES:
1) Point values for Anti-Aircraft Guns are calculated as for non-artillery weapons above.
2) Point values for Anti-Aircraft Systems combining guns with missiles require the gun points to be calculated x .5 and the Missile
points to be calculated x .5 and combining these before adding the other factors.
3) Anti-Aircraft Missile system points are not multiplied by 2 as per non-artillery weapons above.
Helicopter point costs are calculated using the following formula:
TL.m x 2 [DN ( MAP.f x MAP.r / 10 + MHE.f x MHE.r / 10 )] + [1 - DN( AP.f x AP.r / 10+HE.f x HE.r / 10)] + DIV + MV / 10 +
CC /8 WHERE:
TL.m
DN
MAP.f
MAP.r
MHE.f
MHE.r
AP.f
AP.r
HE.f
HE.r
DIV
MV
CC
=
=
=
=
=
=
=
=
=
=
=
=
=
Tech-Level.modifier (TL1 = 1, TL2 = 1.2, TL3 = 1.44, TL4 = 1.73, TL5 = 2.07)
Depletion Number (3 = .9, 4 = .8, 5 = .7, 6 = .6, 7 = .5)
Missile Armor Piercing Firepower
Missile Armor Piercing Range
Missile High Explosive Firepower
Missile High Explosive Range
Armor Piercing Firepower (for additional non-missile weapons)
Armor Piercing Range (for additional non-missile weapons)
High Explosive (or Small Arms) Firepower (for additional non-missile weapons)
High Explosive Range (for additional non-missile weapons)
Defense Value
Movement Value
Cargo Capacity
The point values for fixed-wing Aircraft used in the rules are calculated as follows:
TL.m [( FV x #FA ) + ( OV x #OA ) + ( 10 x DV )] WHERE:
TL.m
FV
#FA
OV
#OA
DV
=
=
=
=
=
=
Tech-Level.modifier (TL1 = 1, TL2 = 1.2, TL3 = 1.44, TL4 = 1.73, TL5 = 2.07)
Firepower Value
The number of Fire attacks allowed per mission.
Ordnance Value (The first Ordnance value listed for a given aircraft)
The maximum number of Ordnance attacks allowed per mission (based on the first value listed).
Defense Value
NOTE: Aircraft Ordnance Values represent their total bomb or missile-carrying capacity modified by the number of Hard-Points
on the aircraft for mounting these weapons. The various Ordnance Values for a given aircraft simply represent different configurations that may be used. Therefore, different bomb loads are not calculated separately.
- John Fernandes