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.
 ----------------------------------------------
 
----------------------------------------------
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. 
 | 
 
----------------------------------------------
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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