Firestrike   Modern Air-Land Battle in Miniature
1 Introduction   2 Command   3 Indirect Fire   4 Movement   [ 5 Direct Fire ]

How to Fire - Heavy Fire - Light Fire - Direct Modifiers - Indirect Modifiers - Special Rules
 

« 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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