V. SPECIAL FIRE
Challenge Fire
Challenge fire is taken when a target moves from one
concealed position to another.
The firer must be stationary for one or more turns, in order to take
challenge fire. The fire is taken 10% lower than normal. The target may fire back, even if he is
destroyed, but must reduce his chance to hit by 20%. If the target did not have its weapon facing
the firer, then he may not fire. If a
unit takes challenge fire it may not fire until next turn.
Challenge
Fire is designed to fire at a specific location, such as a gap in dragons’
teeth or down a street at traffic passing though an intersection. The firer must not move, or even turn his
turret, for one or more turns. If the
first tank coming through the gap in the dragons’ teeth is destroyed, then the
rest of the column must stop.
Ambush Fire
Ambush Fire occurs when the firer is concealed, and did
not move or fire during the previous turn and did not move or take Challenge
Fire during the current turn. The
maximum range of Ambush Fire is 1250m.
Ambush Fire reveals a 250m wide area centered on the firer, for infantry
and a 1250m wide area centered on the firer for AT guns, and ATGM. All forces within that area are
revealed. ATGMs firing in AMBUSH hit
immediately, if range is less than 1250m.
Casualties
of Ambush Fire are removed immediately, prior to return fire taking place. Targets that are not destroyed by Ambush Fire
may conduct return fire at the ambusher.
Since the return fire is at a target that was concealed the return fire
is 10% lower than normal. After the
return fire takes place, surviving members of the ambush party may immediately
retreat, up to 50m away from the enemy, except through impassable terrain.
Ambush Close Combat
Ambush
Close Combat occurs when the attacker is concealed, and makes a surprise attack
from cover in a dash out of cover to make a close combat attack. It is often done by animals that are hunting
game unawares or by troops dashing out of cover to plant a mine on an enemy
armored vehicle.
Ambush close combat occurs when the
attacker is concealed, and did not move or fire during the previous turn and
did not move or close combat during the current turn. The maximum range of Ambush Close combat is
one half running distance for the attacker.
For a human on smooth open dry terrain that is 50m. Only Carnivores and Omnivores, including
people, may attack using Ambush Close combat.
Casualties of Ambush Close combat
are removed immediately, prior to return close combat taking place. Targets that are not destroyed by Ambush Close
combat may conduct a defensive close combat against the ambusher at a 10%
reduction in strength due to surprise.
After the close combat takes place, surviving members of the ambush
party may immediately retreat up to 50m away from the enemy, except in impassable
terrain.
If the attacker fails to make
physical contact with their target then the attacker is simply left out in the
open without a close combat taking place and the attacker can’t move until next
turn and is subject to fire during this turn in the normal fire phase, and the
fire is not subject to a 10% reduction because the defender is not surprised.
Sniper Fire
Sniper fire is a special form of Ambush Fire, and takes
place in the Ambush Fire phase. One
sniper, fires one shot, at only one target. Only one sniper may fire per turn within a
1250m-diameter area. The sniper must be
at least 150m away from the target.
Troops that survive a sniper attack, and are within 50m of the sniper
may return fire if they first make a 50% roll to detect the sniper. Any unit that takes sniper fire may not fire
at the sniper until the next turn and their return fire at the sniper is at 10%
less than normal.
Only
persons facing in their general direction may detect snipers firing suppressed
weapons. Those who are facing the
general direction roll the die to detect the sniper.
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