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OFFBOARD ARTILLERY

OBSERVATION AND SPOTTING BLIND FIRE


1. Call for Fire
1.1. Observer tells GM intended point of impact. Rolled by GM at start of each turn for player 1. Shooting player designates area to fire at
1.2. Player may designate direction of sheaf, adding 1 turn to initial delay. units. Roll of 11 + (D20) is successfully spotted. 2. GM calculates fire factor against area
2. Calculate Delay selected and rolls D20 for each fire factor.
Situation Modifier to Die Roll
2.1. Calculate delay on artillery. Note that 'n' indicates turn that the call is Enemy is 0 - 5 " away +4 2.1. For each roll of 20, randomly select one
made. Enemy is 5.1 - 20 " away +2 model in the area and calculate
2.2. Delay for Targets of Opportunity = n + 4 + 2 D4 Enemy is 50.1 " + away -4 defense modifiers.
2.3. Preplanned, Immediate Suppression or Repeat = n + 1 + D4 Spotting unit is Elite +2 2.2. Resolve Table 10 against all models
Spotting unit is Crack +1 selected above.
3. First Round -2
Spotting unit is Green
3.1. During Fire Phase of turn first round is due roll for initial scatter. Use Observer in Bad Morale -8 2.3. Do not reveal results to players.
grenade scatter table (D20 roll) Observer has any move order -3
3.2. Scatter Distance is as follows: Observer is in a buttoned-up vehicle - 10
3.2.1. Preplanned, preregistered or adjusted fire roll 1 D6 " Target is a vehicle +4
3.2.2. Targets of Opportunity roll 2 D10 " Target has any move order +4
Target fired LAST turn +1
3.2.3. Immediate Suppression roll 3 D10 " Target is in light woods -3
4. Resolve Effects Target is in heavy woods -6
4.1. Resolve effect of any round(s). If FFE or immediate suppression lay Target is concealed -4
out sheaf (see diagram A). Fire against unspotted infantry is conducted at
4.2. If FFE, observer tells GM if he will repeat mission or end mission. half firepower. Fire against unspotted armour is
4.3. If NOT FFE, make correction. conducted with the - 4 hasty fire penalty.
5. Adjust Fire
5.1. Observer gives corrections to GM (over/under and left/right) and tells
GM if next rounds are FFE.
5.2. Calculate delay until next rounds.
6. Adjusted Round(s)
6.1. Calculate adjustment results during fire phase of turn round(s) are
due.
6.2. Move in directions indicated by observer the following distances:
6.2.1. Move left/right = Correction (given by observer) x 2 D10 / 10
6.2.2. Move over/under = Correction (given by observer) x 2 D10 / 10

Table 30 ARTILLERY SHEAF DATA


Sheaf Size (per Min. Range
Weapon Type gun over 1) Vaporize Radius Lethal Radius Burst Radius (Onboard)
Light Mortars (60 mm), Very Light Artillery (45 mm) 2" - 2.25 " 4.5 " 6"
Medium Mortars (82 mm), Light Artillery (76 mm) 3" - 2.75 " 5.5 " 12 "
Heavy Mortars (107 mm), Medium Artillery (105 mm) 4" 1.5 " 3.5 " 7" 25 "
V.Heavy Mortars (120 mm), Heavy Artillery (155 mm) 5" 2.5 " 5" 10 " 50 "
V.Heavy Artillery (175 mm) 6" 3.5 " 7" 14 " 100 "
Damage resolution: For armoured vehicles roll to penetrate using lowest modified weapon class.
Vaporize radius - Roll on row 6 (Table 10) If penetration is successful roll for damage as per MG (ie. 2 D6 per area
Lethal radius - Roll on row 0 needing 4+ both dice)
Burst radius - Roll on row -3

Sheaf size
(if over 1 gun)
Lethal Radius

Vaporize Radius

Burst Radius

Diagram A - Sheaf Layout


Location of adjustment round

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