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Combat Round = 5 Combat Segments.

One action is allowed per segment (movement, reloading,


hesitation)

Any combat: Highest skill level goes first, whatever’s being done.

Ranged Combat:

There are 4 ranges: Extreme, Long, Medium, Short

Skills in a given weapon (Rifle, Large Caliber Gun, Heavy Weapon, etc.) are multiplied by the
range bracket.

Range bracket multiples are:


Close = Skill x .6
Medium = Skill x .3
Long/Extreme = Skill x .1

Modifier for Aimed Shots:


If a character takes Aim for a full combat round, this doubles the to-hit number.

Modifiers for Movement:


Some weapons allow Walking or Trotting while firing. No hand weapon can be fired on the run
or crawling. If the weapon can be fired while walking or trotting, it will have a “1/2w” or “1/2t”.
This means halve the skill to use the weapon. If mounted on an animal, treat it as one modifier
worse (if the animal is standing still, treat it as walking, if it is walking, treat it as trotting, if it is
trotting, no fire is possible).

If the target is moving 30 meters or more in the current round, the base hit number is halved.

Modifiers for Cover:


If the target is obscured (in smoke, behind brush, partially hidden behind a structure etc.) the
base hit number is halved.

Damage:
Small Arms Damage and Vehicle Damage are handled differently.
Small Arms Damage:
Small arms have a base damage number.
At Close range, this is 4x the base + 4d6
At Medium range, this is 3x the base + 3d6
At Long range, this is 2x the base + 2d6
At Extreme range, this is 1x the base + 1d6
So a weapon with a base of 4 would, at medium range, be 12+3d6 damage.
Larger weapons have a damage multiplier; this multiplies the damage per range bracket, rather
than adding on like a base damage number:
At close range, this is 4d6 x the damage multiplier
At medium range, this is 3d6 x the damage multiplier
At Long range, this is 2d6 x the damage multiplier
At Extreme range, this is 1d6 x the damage multiplier

Note: some Large weapons have a (C) – this indicates Constant damage. These inflict 4d6
regardless of the Range they are fired at.

Armor:
Armor stops it’s Armor Class in damage. Thus an AC8 kevlar vest stops 8 points of damage out
of 12, with the remaining 4 hitting the character. Any amount that equals or exceeds the Armor
Class counts as a penetration. When the armor has been Penetrated 10 times, it is no longer
able to stop any damage (useless). Note: for targets wearing a helmet, if they are hit in the head
from the front there is a 50% chance the damage hits the head. If they are hit from the rear, the
shot automatically hits the helmet. A hit from the side hits the helmet 75% of the time.
Armor Classes:

Flak Jacket: 8
Kevlar Vest: 10
Steel Helmet: 6
Nylon Helmet: 10

Some rounds are listed as A/P – these halve the armor class of targets they hit.

Some rounds are poor armor penetrators; these have Armor Multipliers. Multiply the A/C of the
target before calculating damage.

Cover Bonus to Armor Class/Armor Equivalent Chart:


Some types of cover will help absorb shot damage.
Sandbag: +5 per sandbag
2” wood plank: 1
Wood House Wall: 5
Cinder Block Wall: 25
Stone Wall: 15
Thick Stone Wall: 30
Reinforced Concrete: 500 per meter
Tree Trunk: 15
Brick wall: 25
Thick Brick Wall: 75
VEHICLE COMBAT

Uses the same targeting as above.

Some vehicles have a Rangefinder; this is a bonus specific to each vehicle (see Rangefinder
Bonus table below).

Rangefinder Bonuses
M2 : 15
BMP-B: 5
BMP-C: 15
LAV-25: 15
LAV-75: 40
BRDM-3: 15
OT-64: 5
M1: 40
M1E1: 40
M1E2: 40
T80: 30
T90: 40
M109: 15
M988: 15
SAU-122: 15
ZSU-30-6: 5

Weapon Damage:

HEAT rounds do Constant damage; AP round damage drops per range bracket (4d6, 3d6, 2d6,
1d6). Multiply weapon damage multiplier by the number of dice for each bracket (unless
continual).
Vehicle Damage:
When a vehicle is hit, check the chart below to see which facing it was hit. If there are external
stores there (e.g., bustle rack, etc.), check to see first (50% chance, 1-3 on d6) if the stores were
hit.

D10 roll Front Side Rear Oblique


1 Suspension Suspension* Suspension Suspension
2 Right Lower Hull Suspension* Right Hull Rear Suspension
3 Left Lower Hull Suspension Right Hull Rear Right/Left Lower Hull
4 Right Glacis Suspension Right Hull Rear Right/Left Glacis
5 Right Glacis Front Hull Side Left Hull Rear Front Hull Side
6 Left Glacis Center Hull Side Left Hull Rear Center Hull Side
7 Left Glacis Center Hull Side Left Hull Rear Back Hull Side
8 Right Turret Front Back Hull Side Right Turret Back Center Turret Front
9 Left Turret Front Turret Side Center Turret Back Turret Side
10 Center Turret Front Turret Side Left Turret Back Turret Side

*= Miss on wheeled vehicles (BRDM, LAV-25, Humvee, Trucks & cars of any type, BTR series)

Check the armor value for the location hit. If the damage exceeds the value, then the shot
penetrates. The armor value is subtracted, and the shot’s remaining energy inflicts damage on
the interior components and crew.

Roll a d6 for each occupant or component listed in a location. On a 1-3, the component or
occupant is hit, on a 4-6, the shot continues on without striking that component or occupant.
Roll again for all items in a location.

Ten penetrations of an armor location means that the armor is ineffective and no longer
prevents shots from striking interior components at all.

Component Damage:
When a component is hit, consult this table:

Component Damage Table:


Weapon: x10
Missile Launcher: X5
Gunner’s MG: x5
Engine: x50
Fuel: x10
Wheeled Suspension: x10
Tracked Suspension: x30
Radio: x2
Range Finder: x2
Ammo: x20
Autoloader: x10

If the damage multiplier is greater than the value listed for the item as noted in the Component
Damage Table, then the shot does damage as outlined next. If it is lower, the shot does no
further damage, and stops (e.g., does not penetrate further).

If the shot does damage, roll 1d10 and multiply the result by 10. For every 10 damage taken as
calculated here, the component suffers hits equal to its multiplier value listed on the
Component Damage Table. Thus 20 points of damage versus the engine (x50) would be 2x50
(100 points). This is subtracted from the remaining damage of the shot, and the next crew or
equipment is checked.

Note: any component which takes 10% damage or more is inoperable but can be repaired (save
for fuel and ammunition).

Occupant Damage:
When an occupant is hit in a vehicle, roll the standard damage location, and the occupant
suffers 1d6 x 1d6 damage to that location.
Ammunition:
Grenades, anti-tank missiles (ATRL or ATGM) and large-caliber gun rounds will explode, small
caliber ammunition (machine gun, stored rifle & pistol rounds, etc.) will not. When ammunition
is hit, the percentage damage suffered is the percentage that the ammunition will explode. If it
explodes, the vehicle is destroyed and the occupants are killed. If it does not explode, the
percentage damage is the amount of ammunition lost.

NOTE: the M1 series have safe ammunition storage. If the ammo detonates it does not kill the
crew or damage the rest of the vehicle, but it does destroy all ammunition. All ammo must be
carried normally as stores, as the ammunition storage has been destroyed.

Fuel:
If a fuel tank/cell is hit, the fuel (and fuel capacity) lost is equal to 10% of the total amount of
fuel that can be carried.

There is a chance that fuel may catch fire if it is hit. See the Fuel Flashpoint Table:

Avgas: 20%
Gasoline: 30%
Ethanol: 30%
Methanol: 40%
Diesel: 60%

If a vehicle suffers damage to the fuel which is equal to or in excess of its flashpoint, the vehicle
begins to burn. If the fire is the result of cumulative damage, the crew and passengers may
leave immediately. If it is the result of a single catastrophic hit, the fuel explodes, all crew and
passengers must make an Average Agility check to safely exit the vehicle. Success means the
crew or passenger escapes unharmed, failure means that they escape but suffer burns. Roll 1d6
for the number of body parts burned, then roll for location, then roll 1d6 x 1d6 for damage to
each location. A roll of 91% or more (a catastrophic failure) on the Agility check to escape
means that the character does not escape and dies in the vehicle fire.

APPENDIX:

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