Thursday, September 28, 2017
Infantry Fire Rules
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.
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."
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.
"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.
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.