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Friday, September 29, 2017

Infantry Weapons Rules




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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