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shooting

God fights on the side with the best artillery.
- Napoleon Bonaparte

Direct fire with guns is treated almost the same as direct fire with infantry and only few differences will apply. Some guns are capable of delivering indirect fire. This will not be treated in the general rules but may occur as a special scenario rule.

Shooting with Guns

Shooting with guns uses the same basic rules as shooting with a normal infantry weapon. You designate a target, roll to hit and, if successful, the defender allocates hits and rolls a save. However there are a few differences.

Arc of Fire

Unlike Infantry, guns have a fixed Arc of Fire. If the gun fires at a target it does not directly point at, it must swivel before it can fire. This will be the case virtually every time you do not fire a second shot at a static target.

Rotating the gun counts as a move action and forces the gun to use reduced rate of fire (ROF*). If a gun has ROF* '0' it is not capable of rotating and firing in the same activation.

To Hit Roll

Compared to a rifle or SMG a gun is more complicated to operate as it requires a higher degree of cooperation between the crew members. For that reason any shooting with a gun suffers an additional -1 to hit penalty if the gun is operated by a normal infantry team (including command teams).

Gun To-hit roll (1D6 3+ basic)
-1 firing with ROF #*
0 firing at range 0 - 30cm
-1 firing at range 30 - 60cm
-2 firing at range 60 - 90cm
-1 non-gun crew firing
+1 large target

Guns use the same to-hit procedure as normal infantry teams but with different modifiers. Large targets are for example buildings and tanks.

Large Targets

However difficult it might be to accurately direct gun fire at advancing infantry, it is fairly easy to hit large objects such as houses. You should agree on what counts as a "large object" before the start of the game. You receive a +1 to hit bonus when firing at a house.

Buildings

Normally there would be no sense in firing for example a rifle at "the house over there" but with a the considerably larger calibre of the gun, this looks more promising and is just what a gun crew will do.

Thus, when firing a gun at infantry which is occupying a house, your gunners will aim at the house rather than targeting some guy they have seen moving near a window. Moreover, your gun will potentially be able to affect all teams occupying the house.

Houses Become Death Traps

Most times, a hit from a gun will be treated just in the same way as a hit from a rifle is. A standard infantry save is made including all applicable modifiers (such as the gun's intimidating firepower).

If the target is occupying a building a different procedure is used. Firstly, the gun will have fired at the house instead of the men inside.

A roll is made to determine how much of the shot's destructive power comes through the structure of the building and how many of the teams inside are affected. With all kinds of fragments flying around and the blast being reflected from the walls, even a strong building can become a death trap for its occupants.

Death Trap Table (2D6)
2-5 all teams hit
6-8 1/2 teams hit (round up)
9-12 no effect
Modifiers
+4 Bunker
+2 Stone building
-2 Medium gun
-4 Heavy gun

Use the normal hit allocation procedure to determine which teams receive a hit. As an exception, the attack zone is limited to the building and teams of both sides are eligible. After all hits have been allocated, roll a normal save for each hit using all normal modifiers (including hard cover for the building).