SMALL ARMS FIRE

FIRING - Rifles, Carbines, Pistols, SMG-s

To determine the probability of a hit, add together the basic percentage (BP), the number of rounds fired, and any modifiers. The result is the percentage chance of a hit.

Roll two D10, reading the result of one D10 as the tens digit and the result of the other D10 as the Ones digit of a two-digit number. This process is called D100. If the number produced by the dice is equal to or less than the percentage chance of a hit, then a hit has occurred. Or, if you have Zocchihedron (100-sided die), just roll one of those.

HOW TO DETERMINE BP

NEGATIVE MODIFIERS:

-5% Target is prone.

-10% Target is behind soft cover (hedge).

-20°/6 Target is behind cover, with half of body exposed or entire upper body exposed.

-40°/6 Target is behind cover with only head and weapons exposed.

POSITIVE MODIFIERS:

+10°/6 Firing man is a sharpshooter (Does not apply to SMG-s)

+10 For each consecutive chance to fire that the firing man used sighting-in. (Rifles and carbines only).

+10 Resting weapon on wall or other hard firm support. (Rifles and carbines only)

OTHER MODIFIERS:

1/4 The chance of hitting if firing at a target outside the normal firing arc. (Hasty fire)

l/4 The chance of hitting if firing at a target that cannot be seen, such as concealed by smoke, hedge etc. (Blind fire)

(Note: if both the above modifiers are used, the modifier becomes 1/8 and not 1/16)

When firing with pistol, rifle or carbine, if the number rolled on D100 is a hit, and is equal to or less than the number of rounds fired, the target man is dead.

When firing with SMG or automatic rifle, if the number rolled on D100 is a hit, and is equal to or less than half of the number of rounds fire, the target man is dead.

If the result of firing is a hit, but not a kill, consult the casualty wheel or the casualty table found at the back of this rule set to determine damage to the target man. Damage is expressed as the % of life force lost. Each man begins at 100% life force. As he takes hits, his life force declines. When it reaches 0% remaining, he dies.

The number of rounds being fired must be specified before firing or the entire clip or magazine capacity is assumed to be fired. See the SET UP CHART for the number of rounds per clip for various weapons.

When firing an SMG, no more than 35 rounds may be fired in a single burst (no matter what the magazine capacity) or the weapon "climbs" and the excess rounds fired above 35 are wasted.

Men firing bolt-action or semi-automatic weapons roll D100 to determine the effect of each round fired.

Men firing automatic weapons roll D100 once to determine the result of each burst of rounds.

EXCEPT FOR PISTOLS - The following ranges affect the damage done to the target figure.

The normal firing arc is 90 degrees. This is 45 degrees to each side of the firing man's facing direction. Fire outside of this arc is hasty fire.

MOVEMENT SMALL ARMS
MACHINE GUNS
HAND GRENADES
H.E. SHELLS SSPECIAL WEAPONS
AFV RULES
AFV DAMAGE
TANK AND A.T. GUNS INFANTRY AT WEAPONS
SMOKE
HAND TO HAND
MORALE WOUNDS AND DEATH INTRODUCTION OUTSTANDING SOLDIERS

DAMAGE CHART


Return to SKIRMISH RULES' Introduction & Table of Contents

Return to the Jackson Gamers' Rules

Return to the Jackson Gamers' Homepage


Angelfire - Free Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!

Thank you for visiting The Jackson Gamers' pages at Angelfire. Please come back and visit again!