Challenger 2000 is a rulebook focusing on modern warfare from 1970 up to 1995. It is at 6mm (1:300) scale and focuses on battle groups (company level). It introduces rules for new weapons and equipment, such as Explosive Reactive Armour, modified missiles to deal with it, countermeasures (including anti-missile systems) and sensors. Major changes from...
Challenger II: Ultra Modern (miniature) wargames rules For battle group level games 1950-1995 These rules I hope balance playability with the complexity of modern warfare and cover the use of most of the weapon systems in use or likely to be used in the next decade. The sequence of play is designed to give a fully integrated move and fire system between...
This 92 page handbook provides the most comprehensive coverage of all armoured vehicles, artillery, helicoptes and missiles which are in service or have been in service since the 1950s. The data is laid out for Tabeltop Games Challenger II rules and WRG's Armoured Warfare 1950 to 1985, but is also detailed enough to be of interest to other armoured vehicle...
CALLING ALL GALACTIC HEROES! Challengers of the Great Beyond is a new skirmish game that uses the innovative Battlesworn mechanics to run space opera science fiction battles using ANY miniatures you already have. d6 based combat No complicated point system: use the 41 classes provided to describe any model 10 to 37 models needed, depending on the classes...
The Champions Combat System is a rules engine used by a variety of arena combat board games, created by Dan Piché and published by Faceless Publishing. In games using this system, each player controls a champion and a number of associated reinforcement in battle. Players can battle one-on-one or in teams, and the side with the last champion standing wins....