VI. INFANTRY WEAPONS FIRE/ATGM LAUNCH
The side that moves first will designate fire second. The side that moves second will designate
fire first.
Infantry weapons may only be fired at targets that can be "seen"
by the firer. Ranges to targets
are not measured before designation. If
the weapon is later found to be out of range, the weapon missed.
All infantry weapons fire/ATGM
targets must be designated at the beginning of this phase. If multiple weapons are directed at the same
target and the first weapon fired destroys that target, all other weapons are
considered to have also fired at that same target and those weapons have no
additional effect and may not designate any other targets this turn.
Infantry
will usually shoot at the nearest appropriate target. This would be targets that are in the open or
targets that pose the greatest threat personally.
Infantrymen
are assumed to have taken advantage of any hard cover available, regardless of
whatever the pose of the figure. A
standing figure placed behind a low wall is assumed to be kneeling behind the
wall. A kneeling figure, which moved at
crawling speed, is assumed to have been in a prone position.
To
fire an infantry weapon, measure the distance from the firer to the designated
target. Measure the distance from the top of the head of the firer
to the top of the head of the target.
Find the percentage chance to hit for the weapon at the appropriate
range. Infantry who simply change
direction without moving are considered stationary.
To
determine the results of infantry weapons fire, roll one six sided die, and one
20 sided die. Roll both dice. Consult the Percentage Chance to Hit. If the number on the 20 sided die is equal to
or less than the Percentage Chance to Hit for that infantry weapon, then the
weapon hit the target. Otherwise, the
weapon missed.
Troops with a sniper scope add 5% to
hit. Elite troops increase their chance
to hit by 5% for each level of elite. Elite troops that are three levels above the
"target" troops fire first.
Only the survivors may return fire. If the weapon hit the target, use the six
sided die to determine the "Hit Location."
INFANTRY TARGET HIT LOCATIONS CHART
Die
Roll Hit Location Effect
1 Face or Head Death
2 Shoulders Death
3 Chest Litter case
4 Abdomen Litter case
5 Upper Leg Walking wounded
6 Lower Leg Walking wounded
A
hit in the 1 Head from the direct front is a Face hit. Infantrymen equipped with body armor are
modified +1 for hit location. For
example, a hit location roll of 4 would be modified to a 5. Infantrymen equipped with a ballistic helmet
are modified +1 for hit location; a result of a 7 is no effect on the soldier. Ballistic helmet and body armor modifiers are
cumulative. Soft body armor only stops
pistol and submachine gun rounds as well as shrapnel. There is a +1 hit location modifier for
artillery effects in the red zone.
Troops not wearing a steel or ballistic helmet get a -1 to their hit
location.
Dead
infantrymen are removed from the board at the end of this phase. Walking wounded may move up to 50m per turn,
but may not fire their weapons if they move.
During the next turn, litter cases may be given assistance by
non-injured infantrymen.
ANIMAL HIT LOCATION
Die
Roll Hit Location Effect
1 Head Death
2 Shoulders Charge, close combat, die
3 Chest Litter case
4 Abdomen Litter case
5 Front legs Walking wounded
6 Rear legs Walking wounded
"Walking
wounded" domestic animals can only move at a walk and cannot carry any
loads or riders. Owner may destroy
“Litter case” animals. Use the same
Medical Treatment chart for humans to determine recovery from injuries. If cavalry are on their mounts and the animal
is killed, roll a six sided die to see if the rider is injured, with a DM of
+1.
A
result of a 2 on the hit location die, the shoulders, results in the animal
charging the attacker, because some animals are more dangerous when wounded,
conducting a close combat and then dying.
The animal will die even if it wins the close combat.
Infantrymen
behind hard cover or less exposed positions are protected from small arms fire
if the body location hit was covered.
HARD
COVER or BODY POSITION HIT LOCATIONS
Firing Port 1
Over a high wall 1,2
Prepared foxhole 1,2
Prone in the open 1,2
Low Wall 1,2,3
Hasty foxhole 1,2,3
Window 1,2,3
Around a corner
(right) 2,4,6
Around a corner
(left) 1,3,5
Kneeling in the
open 1,2,3,4
Standing in the
open 1,2,3,4,5,6
The
hit location is modified +1 if the firer is above the target unless the target
also has overhead protection.
Automatic
weapons and explosive/incendiary weapons may hit more than one target. These weapons use a template, the size of
which is determined by the rate of fire or area covered by the weapon. These types of weapons may fire once at any
target within the template.
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