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« 5.1 How to Fire All
units firing direct, line-of-sight weapons at spotted targets may fire during
this phase. Fring units must declare their target(s) at the start of each fire
phase, no firing may be resolved until all declarations are completed. Bases
not declared for offensive fire may not fire during the course of the
respective fire phase. Defensive fire does not have to be declared in
advance.
Weapon Grades and Modes - There are two grades of direct
fire; heavy, and light. Heavy fire weapons include tank cannon,
HEAT missles and auto-cannon. Light fire weapons include small arms fire, light
mortars and machine guns. Many base types are able to fire weapons in more than
one category. Players should consult the equipment and units lists for details.
There are two modes of weapons: offensive and defensive. Only one
type of offensive weapons may be used during a fire phase unless otherwise
allowed (see equipment list). All of a base's available defensive weapons may
be used during each fire phase unless otherwise restricted (see equipment
list)
Weapon selection and reaction - Each base may only use
one of its offensive weapons per fire phase. Because each turn includes two
fire phases, each base may use up to two of its weapons each turn (or the same
weapon twice). Once it is decided which weapon will be used by a particular
base, the firing player consults the appropriate heavy or light weapons chart
to carry out the fire mission. Weapon fire within each of the two fire phases
is broken into three reaction steps which dictate the order of firing. Bases
with a reaction value of 1 always fire first. Units with a reaction value of 2
always fire second, and units with a reaction value of 3 always fired third
(last). Because all fire effects within each reaction step are simultaneous and
immediate, units with the fastest reaction have a crucial survival
advantage.
« 5.2 Heavy Fire Units
with heavy fire capabilities will have attack values expressed as numbers, for
example; 25, 120 or 205. To conduct heavy fire, cross index the Attack value of
the firing unit withthe Defense value of the declared target. From the
intersection point of the two values, drop straight down to the corresponding
space on the Fire Type line, matching the Direct or Indirect
Attack/Defense Codes - Each weapon type carried by a
combat base has an attack code which represents that weapon's particular
abilities to defeat certain defense systems. In order to achieve full fire
effect when firing upon enemy bases, a firing base must achieve a code match by
comparing its attack code with the enemy's defense code. Failure to do so will
halve the firing unit's firepower factor. Consult the equipment list and
infantry list for the respective attack and defense fire codes for individual
bases.
Attack Code List - The code descriptions below describe
the heavy fire attack systems against which combat units must defend
themselves. It is important to remember that the listing of these codes
indicate a base's vulnerability to those attack values. If a base's
defense column includes the A code, that means the unit is
vulnerable to kinetic penetrators, not resistant to them! Fewer defense
codes mean less vulnerability. Note that some countries which manufacture
certain high-technology defense systems may not be credited in the equipment
lists for resistance to corresponding attack codes. This is usually because of
known or suspected quality and manufacturing control problems which have
previously compromised the performance of similar equipment actually
fielded.
| A) |
Kinetic Weapons - Dense
bars of metal designed to penetrate and destroy by using their own mass and
speed. Most of these weapons are cannon fired projectiles made from steel,
tungsten or uranium. Pro: Very effective. There are no inexpensive
defenses against these weapons. Con: Delivery systems are expensive to buy
and maintain. |
| B) |
HEAT Weapons - Shaped
explosive charges which generate superheated streams of gas or molten material
at the point of impact. These cannon and missile delivered charges can blast
through impressive slabsof steel, and somewhat less impressive slabs of
high-grade armor. Pro: Cheap, easy to manufacture. Con: Inexpensive
countermeasures reduce effectiveness. |
| C) |
Shock Weapons - Includes
both old-fashioned high explosives and modern nuclear weapons. The main feature
is a wave of energy which kills and destroys at a distance from the point of
detonation. With conventional explosives, this distance is normally tens to
hundreds of meters. Using nuclear explosives, the distance is increased to
thousands of meters and accompanied by radiation. (See class D) Pro:
Cheap, easy to manufacture. Con: Conventional weapons are inefficient when
not accompanied by smart delivery systems. Nuclear weapon use has long term
environmental and political repercussions. |
| D) |
Nuclear-Chemical-Biological - A large category of weapons
which all have in common the ability to contaminate the air we breath with
lethal doses of radioactive waste, viruses, bacteria and chemicals.
Pro: Cheap, easy to manufacture, highly effective. Con: May affect user
just as severely as intended victim. Political repercussions depend on
situation and amount used. |
«
5.3 Light Fire Conducted in the same manner as heavy
fire, but only at infantry-personnel style targets. Note that light fire
defense values and heavy fire defense values are not the same (e.g. - a
4 defense for light fire is not the same as a 4
defense for heavy fire).
«
5.4 Direct Fire Modifiers
- Under half range - Distance to target is less
than half of firing weapon's maximum range.
- Rear Shot - Firing base is firing from within
the target's rear arc (probably fully past targets rear base line).
- No code match - The attack factor for the
firing unit's weapon does not match that of the defending unit's defense
rating.
- Target covered - Target base is partially
obscured by darkness, reverse slope position, berm, or smoke conditions. Units
with see-thru capabilities are not affected by smoke or dark conditions
- Moved - Firing base moved during the last
movement phase. This modifier does not apply to aircraft and ground vehicles
with stabilized weapons.
« 5.5 Indirect Artillery Fire
Modifiers
- No code match - The attack factor for the
firing unit's weapon does not match that of the defending unit's defense
rating.
- Target moved - Target base has moved or will be
moving more than four inches during present movement phase. Bases passing
through impact zone markers must immediately roll for loss, but may include the
moved modifier if they will be moving more than four inches during the
phase.
- Unspotted position - Impact zone is not under
direct observation of friendly troops.
« Special Rules [THIS SECTION NOT
COMPLETED] Passing Fire - Passing fire is still being
discussed. It will either be disallowed or be conducted at half effect....
Line of Sight & Arc of Fire - Each unit type has a
functional arc of fire within which it may spot and engage visible enemy units.
...
Defensive Weapons - Bases equipped with active defensive
weapons may use those weapons in addition to their offensive weapons. ...
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