Weapons capable of repeated shots add +1 Combat Factors [no change], as listed below.
Weapons capable of automatic fire add +2 [+1] Combat Factors, as listed below.
Because games frequently cover few minutes of game-time, most ammunition is considered as unlimited. Grenades are an obvious exception. Reloading of most weapons is assumed to be fairly rapid.
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Weapon
|
Combat Factor
|
Range
|
Area
|
Rate of Fire
|
Blade,
bayonet (fixed or not), trenching tool, martial art, claws, pistol, etc.
|
+1
Hand-to-Hand
|
|||
Sword or
sabre with appropriate training.
|
+1
Hand-to-Hand
|
|||
Light bow,
crossbow, primitive smoothbore.
|
0 Shooting
|
18 LOS
|
||
More
effective bow, crossbow, primitive smoothbore.
|
0 Shooting
|
24 LOS
|
||
Shotgun.
|
0 Shooting /
+1 [0]
repeating
|
8 LOS
|
Some
repeating.
|
|
Small pistol.
|
0 Shooting /
+1 [0]
repeating
|
8 LOS
|
Often
repeating.
|
|
Magnum,
service revolver, etc.
|
+1 Shooting /
+2 [+1]
repeating
|
8 LOS
|
Often
repeating.
|
|
Machine
pistol.
|
+4 [+3]
Shooting
|
8 LOS
|
Combat Factor
can be divided between targets.
|
Automatic.
|
Light /
sporting or obsolete rifle.
|
0 Shooting /
+1 [0]
repeating
|
36 LOS
|
Often
repeating.
|
|
Standard
military rifle or particularly effective hunting rifle.
|
+1 Shooting/
+2 [+1]
repeating
|
36 LOS
|
Often
repeating.
|
|
Sniper rifle
(Sniper).
|
+1 Shooting
|
72 LOS
|
||
Man portable
anti-armour gun (Heavy).
|
+4 Shooting
|
72 LOS
|
Some
repeating.
|
|
Sub-machine
gun (SMG).
|
+4 [+3]
Shooting
|
18 LOS
|
Combat Factor can be divided between targets.
|
Automatic.
|
Light machine
gun (MG).
|
+5 [+4]
Shooting
|
36 LOS
|
Combat Factor can be divided between targets.
|
Automatic.
|
Heavy machine
gun (Heavy, HMG).
|
+6 [+5]
Shooting
|
48 LOS
|
Combat Factor can be divided between targets.
|
|
(Early) Gatling
gun (Artillery).
|
+5 [+4]
Shooting
|
36 LOS
|
Combat Factor can be divided between targets.
|
|
Man portable
flamethrower (Heavy).
|
+6 [+5] Shooting
|
8 LOS
|
Area, radius
1, centred on nearest target.
|
|
Any thrown
object; rock, knife, javelin, etc.
|
0 Shooting
|
8 Indirect
|
||
Improvised
grenade, Molotov cocktail, anarchist bomb, etc.
|
+1 Shooting
|
8 Indirect
|
Area, radius
1.
|
|
Grenade.
|
+3 Shooting
|
8 Indirect
|
Area, radius
1
|
|
Satchel
charge (Heavy).
Infantry Mine Anti-tank mine |
~ +5
(Shooting)
+3 +7 |
0
0 0 |
Area, radius
1
Area, radius 1 Area, radius 2 |
Single use.
Single use. Single use. |
Demolition
charge (Engineer as H-to-H, Heavy as shooting).
|
~ +9
|
(0)
|
Area, radius 4
|
Single use.
|
Early / light
/ ineffective field mortar (Heavy).
|
+4 Shooting
|
36 Indirect
|
HE Ammunition
|
1: 2 [3] bounds.
|
Field mortar
(Heavy).
|
+6 Shooting
|
72 Indirect
|
HE Ammunition
|
1: 2 [3] bounds.
|
Early /
Ineffective shoulder cannon (Heavy).
|
+1 Shooting
|
18 LOS
|
1: 2 [3] bounds.
|
|
Light field
cannon / swivel gun / saker / falconet / (< 2-pdr, Artillery).
|
+2 Shooting
|
36 LOS
|
HE Ammunition
|
1: 2 [3] bounds.
|
Cannon /
culverin, etc. / (2 - 8-pdr, Artillery).
|
+3 Shooting
|
72 LOS
|
HE Ammunition
|
1: 2 [3] bounds.
|
Heavy cannon
(> 8-pdr, Artillery).
|
+4 Shooting
|
LOS
|
HE Ammunition
|
1: 2 [3] bounds.
|
Low velocity
gun (a la 37mm Puteaux SA / <40mm).
|
+4 Shooting
|
36 LOS
|
HE Ammunition
|
1: 2 [3] bounds.
|
Light field
gun (< 40 mm / 2-pdr, Artillery).
|
+4 Shooting
|
72 LOS
|
HE Ammunition
|
1: 2 [3] bounds.
|
Light
high-velocity gun (20mm-47mm)
|
+5 Shooting
|
72 LOS
|
AP Ammunition
|
1: 2 [3] bounds.
|
Field gun (40
- 60 mm / 2 - 6-pdr, Artillery)
|
+5 Shooting
|
144 LOS
|
HE
Ammunition
|
/ [1 : 2
bounds]
|
Medium high
velocity gun (48-87mm)
|
+6 Shooting
|
144 LOS
|
AP Ammunition
|
1: 2 [3] bounds.
|
Heavy field
gun (> 60 mm / 6-pdr, Artillery).
|
+6 Shooting
|
LOS
|
HE
Ammunition
|
1: 2 [3] bounds.
|
Heavy high
velocity gun (>88mm)
|
+7 Shooting
|
LOS
|
AP Ammunition
|
1: 2 [3] bounds.
|
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Gun and ammunition classes
|
|||||
Converting Effective Ranges for 28mm (1/50) scale
Throw - 8 50 - 100 m - 18 120 m - 24 200 m - 36 300 m - 48 400 m - 60 500 m - 72 1000 m - 144 More is unlimited
Converting Effective Ranges for 10mm (1/144 - 1/150) scale
6mm = 1m 6cm = 10m 36cm = 60m 72cm = 120m 144cm = 240m 600cm = 1,000m 900cm = 1,500m
Throw - 8 50 - 100 m - 18 120 m - 24 200 m - 36 300 m - 48 400 m - 60 500 m - 72 1000 m - 144 More is unlimited
Converting Effective Ranges for 10mm (1/144 - 1/150) scale
6mm = 1m 6cm = 10m 36cm = 60m 72cm = 120m 144cm = 240m 600cm = 1,000m 900cm = 1,500m
|
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