AUTOMATIC/EXPLOSIVE/INCENDIARY
WEAPONS CHART
Type Number
of Templates/Area
Shotgun 1
Machine Pistol 1
Sub-Machine Gun 1
Assault Rifle 1
Automatic Rifle 1
Gatling Gun .50 cal
hand cranked 2
Automatic Assault
Rifle 2
Heavy Machine Gun
(.50 cal) 2
Tripod Machine Gun
(.30 cal) 3
Bipod Machine Gun
(.30 cal) 2
Hand Grenade 40mm
diameter
Grenade Launcher 40mm diameter
Flame Thrower cone shaped
template
Any
targets within a template must be separately ranged and dice rolled for each
target to determine if the target was hit.
The firer has the option with multiple template weapons to fire
lengthwise or depth wise, but the template must point towards the machine gun.
Infantry Template Construction
Leaf template is a Vesica piscis
shaped design. Draw a
circle 4 1/8 inches in diameter. Draw an
X, with its center at the center of the circle.
Using one of the lines of the X as a base, from the center of the
circle, draw two more lines. Draw one at
an angle of 135 degrees, the second line at an angle of 45 degrees. Where the lines intersect the circle that
marks the template ends. Using another 4
1/8 inch diameter circle, connect the lower half ends.
Infantry Weapons Firing at Vehicles
Any
weapon assigned a template also has a chance to destroy or disable some types
of vehicles. Only one vehicle may be in
the target zone, even if more than one fits within the template. The firing infantry weapon must first hit the
vehicle. If the vehicle is hit, check
the damage die for the location and result of the hit.
VEHICLE DAMAGE
1 Crew Crew
killed
2 Engine Engine
destroyed, vehicle cannot move
3 Engine Engine
destroyed, vehicle cannot move
4 Fuel Vehicle
catches fire
5 Cargo Cargo
or passengers destroyed
6 Suspension Wheels destroyed, vehicle cannot move
Crew served
direct fire infantry weapons such as, ATGM, machine guns, automatic grenade launchers,
Gatling gun, must have a full crew in order to fire with the full number of
template leafs. Anytime the firer of a
man portable weapon is killed his weapon is also destroyed.
If any other
member of the crew is killed the number of templates is reduced by one template
for each dead crewmember. Survivors from
weapons of the same type may unite to operate the weapon again if one is a
loader and the other is a firer.
A
.30 caliber machine gun with just a gunner gets one leaf template. A bipod mounted .30 caliber machine gun gets
two leaf templates and has a crew of two.
A tank mounted .30 machine gun counts as a bipod machine gun but only
needs a crew of one. A tripod mounted
.30 caliber machine gun gets three leaf templates and has a crew of three,
gunner, loader and commander. A
tripod-mounted machine gun may fire indirect fire if it has a full crew of four,
gunner, loader, commander and spotter, it will use three leaf templates.
A
tripod mounted .50 caliber machine gun gets two leaf templates and has a crew
of three, gunner, loader and commander.
If they use a fourth crewman, a spotter they may firre indirect. If there is no loader the machine gun only
gets one template. Firing indirect fire
will use two templates.
A
tripod machine gun may fire at a tank. A
#1 hit is the turret machine gun. If it
gets a #2 hit on the turret it is an optics damage that will cause the tank to
fire at -35%. A #3 hit is the hull
machine gun. A #4 hit on the upper hull
it is a driver’s vision slot and the tank is limited to no more than 50m per
turn unless the driver looks out the hull hatch. A result of #5 or #6 on the hit location die
does nothing.
Machine Fire at Tanks
1 Turret machine gun
2 Turret main gun optics
3 Hull
machine gun
4 Hull
driver’s optics
5 No effect
6 No effect
To
fire a machine gun in the indirect mode the crew must include three men,
gunner, loader and spotter. In the
artillery spotting round phase place two machine gun spotting rounds- one real
and one dummy- just like with the artillery spotting rounds only with just one
dummy. Place the templates in the
direction the firer wants the rounds to land.
Templates must be side by side.
Roll an arrow die for direction and a six sided die for distance; a
“hit” result is a hit.
Infantrymen
cannot fire weapons other than their own.
A rifleman cannot begin firing the machine gun because when the firer is
killed the machine gun is considered destroyed also. Weapons also cannot be captured and turned
against the player who lost them. This
is because the weapon is destroyed when the operator is hit, unless the weapon
would not be harmed by the attack. A
chemical weapon landing on a machine gun would not damage the weapon.
Troops
killed by chemical weapons, or stabbed would not have their weapons
destroyed. A tank crew that was machine
gunned while outside their hatches would not result in the destruction of the
tank.
Figures
equipped with secondary weapons such as grenades, LAW rockets, pistols, are
assumed to have an unlimited supply of ammunition. These weapons are not transferable to any
other infantrymen. Only one weapon may
be fired per turn. For example, an assault rifle equipped with a grenade
launcher may fire either the rifle or the grenade launcher but not both in one
turn. An infantrymen may fire his rifle
or throw a grenade, but cannot do both.
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