Weapons

Hand-to-Hand and single shot weapons are unchanged from the standard rules.
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
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


Ranges

Short barrelled ~37mm =36

Long barrelled ~37mm = 72

Short barrelled 37 -57mm/<80mm mortar = 72

Long barrelled 37-57mm/81mm+ mortar = 144

Short barrelled 57-90mm = 144

Long barrelled 57-90mm = 288

90-128mm = 576

Gun types

Man-portable AT gun / Anti-materiel rifle (Heavy) +4

Light low velocity gun a la 37mm Puteaux SA (<40mm) +4

Light high-velocity gun (20mm-47mm) +5

Field gun (40-60mm) +5

Medium high velocity gun (47,50,75mm etc) +6

Heavy field gun (>60mm) +6

Heavy high velocity gun (76mm, 17Ib, 88mm, 90mm etc) +7

Super heavy/post war tank guns; (105mm - 128mm etc) +8

Ammunition types

(AP -1) : Solid penetrator/ AT rifles/  HMGs, etc.

(AP -2) : Early tank guns/ 20mm autocannon/ FlaK etc.

(AP -3) : Early war tank guns/ 37 - 47mm etc.

(AP -4) : Mid war, medium tank guns.

(AP -5) : Late war, medium tank guns/ PIAT.

(AP -6) : Mid war 76-90mm guns/ RP-3 rocket/ Bazooka

(AP -7) : Late war 76-90mm guns/ Panzerfaust-60.

(AP -8) : 90mm – 128mm.

(AP -9) : Early post war anti-armour rounds. 

(AP -10): Contemporary post war anti-armour rounds.

(APHE -2/3) : Mid war, medium tank guns. 
(APHE -3/4) : Late war, medium tank guns.
(APHE -4/6) : Mid war, heavy SPG.
(APHE -5/8) : Late war, heavy SPG.
Explosive radius

(HE 1) : Grenades etc

(HE 2) : Light tank ammunition

(HE 3) : Std mid-war medium tank ammunition

(HE 4) : Light field artillery/ SPGs

(HE 5) : Med field artillery/ SPGs

(HE 6) : Hvy Artillery

(Smoke 4) : Generates a smoke cloud, approx 4 x 4cm
(Smoke 6) : Generates a smoke cloud, approx 6 x 6cm
(Smoke 8) : Generates a smoke cloud, approx 8 x 8cm

(Gas 4) : Generates a poison gas cloud, approx 4 x 4cm
(Gas 6) : Generates a poison gas cloud, approx 6 x 6cm
(Gas 8) : Generates a poison gas cloud, approx 8 x 8cm   





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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  
 

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