Anti-Aircraft Artillery Fire
All anti-aircraft guns have a 360-degree arc of fire and
may fire at any aircraft within 1250 meters horizontal ground distance. Each anti-aircraft gun has a maximum altitude
range at which it may engage targets. A
director connects each gun in an anti-aircraft battery. Searchlights hit the target once per turn,
and then illuminate it for the rest of the turn, up to 3 phases. Radar fire control adds additional percentage
chances to hit. Anti-Aircraft Artillery
will fire during all three phases of the aircraft movement. Anti-aircraft guns may each fire at up to one
aircraft per phase. Aircraft that fly
through an anti-aircraft gun arc and end the phase outside the arc are fired on
as in Challenge Fire. Aircraft in battery
fire one “to hit” number together, and use the number of aircraft damage dice,
as there are guns in the battery.
Anti-aircraft
missile firing procedures are similar to anti-aircraft artillery. Missiles have a base "to hit"
percentage modified by homing type.
Missile systems may launch one ready to fire missile, per phase. However, there is a reloading delay depending
on the missile type. Players may not
reload and fire in the same phase. There is a plus 10% for infrared
homing. Missile radars provide the same
bonus as gun radars.
Different
missile systems include the Shoulder fired Stinger, Mobile Chaparral system,
Medium Hawk system, and Heavy Nike-Atlas system. All missile systems must be stationary to
fire. Add 10% to the chance to hit a stationary
aircraft.
Anti-aircraft
missile defense consists of two methods, Passive and Active. Passive defense is built into the design of
the aircraft. These aircraft are noted
on the aircraft card as having passive defense.
Missiles fired at aircraft equipped with passive defense don’t get the
radar to hit bonus.
Any
aircraft may use active defense. To use
active defense, players must indicate which aircraft are using active defense
measures at the beginning of the movement phase. Deduct 10% from the chance to hit with a
missile fired at an aircraft using active defense.
Aircraft
using “active defense” fire at ground targets at 10% lower than normal when
using direct fire weapons. There is no
penalty to aircraft equipped with passive defense. When firing using the artillery chart they
will have five inches added to the deviation distance of the impact point of
the ordnance. "On target"
results are unaffected. There are
several types of active defense. The
effectiveness of homing devices is cut by flares, chaff and jamming.
Missile
launchers fire one missile per phase up to the maximum number of missiles per
launcher. A shoulder fired Redeye could
fire once per phase, if reloads are available.
A mobile Chaparral could fire one missile per phase for all three phases
in one turn. Missile launchers take one
phase to reload, if reloads are present on a supply vehicle or emplacement.
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