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I have use the following modifiction to A/T firing on the Reference sheet:
6. A/T FIRING
RANGES POINT BLANK NORMAL EXTREME DISTANT*
FIRING NUMBER
-4 -3 -2 -1 0 1 2
Gun Type = 0 1 2 3 4 5 6
Vehicle Class - IV A 3 4 5 6 - - -
Vehicle Class - III B 2 3 4 5 6 - -
Vehicle Class - II C 2 2 3 4 5 6 -
Vehicle Class - I D 2 2 2 3 4 5 6
Vehicle Class - A E 2 2 2 2 3 4 5
Vehicle Class - B F 2 2 2 2 2 3 4
EFFECT (d6)
Firing OK Light Heavy Destroied
Number Damage Damage
6 1-6 7 8 -
5 1-5 6 7 8
4 1-4 5 6 7
3 1-3 4 5 6
2 1-2 3 4 5
MODIFIERS
-2 if at distant range ('-3' and '-4' guns only. Not LAD, LAW or ATGW)
-1 if ATGW firing against 'r' or 'c' armour from front or side
-1 if firer moved over half and is stabilised
-1 if non Anti-Tank Gun (eg How.)
-1 if target/firer moved (not Anti-tank Rifle) and is not stabilised
-1 if target is partiallly concealed
-1 if at extreme range (Not LAD, LAW or ATGW)
+1 if at point blank range (Not LAD, LAW or ATGW)
+1 if firing at rear of an AFV
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RAPID FIRE! http://www-solar.mcs.st-and.ac.uk/~aaron/RAP_FIR/RF1.html
Firing number is calculated from chart. Eg; Gun type -1 firing at vehicle class II has a Firing Number of
4.
You need to roll MORE THAN this number on a D6 (+/- modifications) to do some sort of damage.
Effect is found by rolling a D6 applying any modifiers and reading off the result. Eg; If the Firing
Number was 4 and you were firing at point blank range (modifier +1). Roll D6 get a 5 say (+1 modifier) =
6, which for a Firing Number of 4 means that the target has taken heavy damage.
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