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NATO Direct Fire Weapons

Range 300 500 750 1000 1250 1500 1750 2000 2500 3000 3500 4000
Weapon 6 10 15 20 25 30 35 40 50 60 70 80
TURN SEQUENCE Spotting Chart HATGM
Firer -> Spotting Range Very Heavy 4/7 6/7 9/7 9/7 9/7 9/7 9/7 9/7 9/7 9/7 8/7 7/7
I. INITIATIVE PHASE Target \/ Unbuttoned Buttoned Heavy 4/9 6/9 9/9 9/8 9/8 9/8 9/8 9/8 9/8 9/8 8/8 7/8
Inf. moving in open terrain 20" 10" Medium 4/K 6/K 9/K 9/9 9/9 9/9 9/9 9/9 9/9 9/9 8/9 7/9
II. FIRST FIRE AND MOVEMENT PHASE halted in open terrain 15" 5" Light 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K
Turret Adjustment & Button/Unbutton & Radar On/Off moving in cover terrain 4" 2" Very Light 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K
Artillery Segment halted in coer terrain 2" 1" Unarmored 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K
Opportunity Fire Segment (held fire from previous phase) Veh. moving in open terrain 60" 30" MATGM
Fire Segment halted in open terrain 40" 20" Very Heavy 4/5 6/5 9/5 9/5 9/5 9/5 9/5 9/5 8/5 7/5
Attacker moves and conducts moving fire. Defender Fires. moving in cover terrain 20" 10" Heavy 4/6 6/6 9/6 9/6 9/6 9/6 9/6 9/6 8/6 7/6
ATGM Fire Effects Segment halted in coer terrain 10" 5" Medium 4/7 6/7 9/7 9/7 9/7 9/7 9/7 9/7 8/7 7/7
Smoke Discharge Segment Small arms fire, LAW fire 40" 20" Light 4/8 6/8 9/8 9/8 9/8 9/8 9/8 9/8 8/8 7/8
Other fire: Tank, ADA, ATGM 80" 40" Very Light 4/9 6/9 9/9 9/9 9/9 9/9 9/9 9/9 8/9 7/9
III. SECOND FIRE AND MOVEMENT PHASE Night (no NV or Thermal) 2" Unarmored 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K
Turret Adjustment & Button/Unbutton & Radar On/Off Modifiers: Rain: x 1/2 Fall/Blow Snow: x 1/4 LATGM
Artillery Segment Fog: x 1/2 Dust: x 1/4 Very Heavy 6/2 9/2 9/2 8/7 7/2
Opportunity Fire Segment (held fire from previous phase) Passive IR: Therm
4" Sights: Normal Daylight Heavy 6/3 9/3 9/3 8/3 7/3
Fire Segment LA = 12"/20"Active IR: 16" Medium 6/5 9/5 9/5 8/5 7/5
Attacker moves and conducts moving fire. Defender Fires. Light 6/7 9/7 9/7 8/7 7/7
ATGM Fire Effects Segment Close Assault Very Light 6/9 9/9 9/9 8/9 7/9
Smoke Discharge Segment Defender -> Infantry or Any Vehicle Unarmored 6/K 9/K 9/K 8/K 7/K
Attacker \/ Engineers or Team HTK
IV. THIRD FIRE AND MOVEMENT PHASE Infantry/Eng. Squad A8/D8 A8/D4 Very Heavy 9/8 9/7 9/6 9/5 8/4 8/4 8/3 7/3 6/2 5/2 4/1 2/1
Turret Adjustment & Button/Unbutton & Radar On/Off Machine Gun A4/D8 A4/D6 Heavy 9/9 9/8 9/7 9/6 8/5 8/5 8/4 7/4 6/3 5/3 4/2 2/2
Artillery Segment AFV A6/D7 A5/D5 Medium 9/K 9/K 9/8 9/7 8/6 8/6 8/5 7/5 6/4 5/4 4/3 2/3
Opportunity Fire Segment (held fire from previous phase) A = Attacker D = Defender Light 9/K 9/K 9/9 9/8 8/7 8/7 8/6 7/6 6/5 5/5 4/4 2/4
Fire Segment Modifiers Very Light 9/K 9/K 9/K 9/9 8/8 8/8 8/7 7/7 6/6 5/6 4/5 2/5
Attacker moves and conducts moving fire. Defender Fires. 1. Defender in prepared positions: +2 to Attacker's roll, -2 to Defender's roll Unarmored 9/K 9/K 9/K 9/K 8/9 8/9 8/8 7/8 6/7 5/7 4/6 2/6
ATGM Fire Effects Segment 2. Attacker assaulting with more than one squad: -2 to attacker's roll MTK
Smoke Discharge Segment Very Heavy 9/7 9/6 9/5 9/4 9/3 8/2 7/1 6/1 5/1 2/1
Heavy 9/8 9/7 9/7 9/6 9/5 8/4 7/3 6/3 5/1 2/1
Movement Table Fire vs Infantry: To Hit Roll Medium 9/9 9/8 9/8 9/7 9/7 8/6 7/6 6/5 5/1 2/1
Terrain -> Cross Country OR Road OR Target Inf -> Prepared Woods Open Light 9/K 9/9 9/9 9/8 9/8 9/8 7/7 6/7 5/2 2/1
Vehicle/Infantry/Helo \/ Helo Very Low Altitude Helo Low Altitude Firer & Range \/ Position or Non-Urban Very Light 9/K 9/K 9/K 9/9 9/9 9/9 7/8 6/8 5/3 2/2
Fast Track 12" 16" or Urban Cover Unarmored 9/K 9/K 9/K 9/K 9/9 8/9 7/9 6/9 5/7 2/5
Medium Track 10" 14" Squad 4" 3 5 8 LTK
Slow Track 8" 11" 8" 2 3 5 Very Heavy 9/6 9/5 8/4 7/3 6/2 5/2 4/1 4/1
Wheeled 8" 20" 4" 3 5 9 Heavy 9/7 9/6 8/5 7/4 6/3 5/3 4/2 4/4
Infantry 3" 3" 8" 2 3 7 Medium 9/8 9/7 8/6 7/5 6/4 5/4 4/3 4/2
Helicopters 20" 40" 12" -- 1 3 Light 9/9 9/8 8/7 7/6 6/5 5/5 4/4 4/3
MG/Coax 6" 3 5 8 Very Light 9/K 9/9 8/8 7/7 6/6 5/6 4/5 4/5
10" 2 3 6 Unarmored 9/K 9/K 8/9 7/8 6/7 5/7 4/6 4/7
20" -- 2 4 CG
AC/AGL 6" 4 5 9 Very Heavy 9/1 8/1 7/1 6/1 5/1 4/1 3/1 2/1 2/1 1/1
10" 3 4 7 Heavy 9/1 8/1 7/1 6/1 5/1 4/1 3/1 2/2 2/1 1/1
20" 2 3 5 Medium 9/4 8/4 7/3 6/2 5/1 4/1 3/1 2/1 2/1 1/1
Tank HE 6" 5 6 8 Light 9/K 8/9 7/8 6/7 5/6 4/5 3/4 2/4 2/4 1/2
10" 3 4 6 Very Light 9/K 8/K 7/9 6/8 5/7 4/6 3/5 2/5 2/5 1/3
15" 2 3 4 Unarmored 9/K 8/K 7/K 6/K 5/9 4/8 3/7 2/7 2/6 1/5
20" 1 2 3 HMG vs:
Cannister 6" 2 6 9 Light 9/9 9/8 8/8 7/7 6/7 5/6 4/5 3/4 1/2
10" 1 4 8 Very Light 9/K 9/9 8/9 7/8 6/8 5/7 4/6 3/5 1/3
20" -- 2 6 Unarmored 9/K 9/K 8/K 7/9 6/9 5/8 4/7 3/6 1/5
Sm Arms vs:
Artillery Deviation Table Unarmored 8/4 7/3 5/2 2/1
Die RollFall of Shot Die Roll Fall of Shot LAW vs:
01-29 On Target 65-6710" Short x 5" Right Very Heavy 7/4 5/4
30-32 5" Short 68-70 10" Short x 5" Left Heavy 7/5 5/5
33-34 5" Long 71-73 10" Long x 5" Right Medium 7/6 5/6
35-37 5" Right 74-76 10" Long x 5" Left Light 7/7 5/7
38-40 5" Left 77-79 15" Short Very Light 7/8 5/8
41-43 5" Short x 5" Right
80-82 15" Long Unarmored 7/K 5/K
44-465" Short x 5" Left83-85 15" Right
47-49 5" Long x 5" Right
86-88 15" Left
50-525" Long x 5" Left89-9115" Short x 15" Right
53-55 10" Short 92-94 15" Short x 15" Left
56-58 10" Long 95-9715" Long x 15" Right
59-61 10" Right 98-10015" Long x 15" Left
62-64 10" Left -25% FO Spotting

Smoke Table
Emitter Screen Size Duration Block Thermal
Artillery WP Sheaf Y
Artillery/Mortar Sheaf N
Veh. Smoke Grenade2"Wx1"L N
Veh. Emission
1"xmove distance N
Infantry Smoke 1"x1" N
TURN SEQUENCE ARTILLERY DEVIATION TABLE SPOTTING CHART
Die Roll Fall of Shot Die Roll Fall of Shot Firer -> Spotting Range
I. INITIATIVE PHASE 01-29 On Target 65-67 10" Short x 5" Right Target \/ Unbuttoned Buttoned
30-32 5" Short 68-70 10" Short x 5" Left Inf. moving in open terrain 20" 10"
II. FIRST FIRE AND MOVEMENT PHASE 33-34 5" Long 71-73 10" Long x 5" Right halted in open terrain 15" 5"
Turret Adjustment & Button/Unbutton & Radar On/Off 35-37 5" Right 74-76 10" Long x 5" Left moving in cover terrain 4" 2"
Artillery Segment 38-40 5" Left 77-79 15" Short halted in coer terrain 2" 1"
Opportunity Fire Segment (held fire from previous phase) 41-43 5" Short x 5" Right 80-82 15" Long Veh. moving in open terrain 60" 30"
Fire Segment 44-46 5" Short x 5" Left 83-85 15" Right halted in open terrain 40" 20"
Movement and Moving Fire Segment 47-49 5" Long x 5" Right 86-88 15" Left moving in cover terrain 20" 10"
ATGM Fire Effects Segment 50-52 5" Long x 5" Left 89-91 15" Short x 15" Right halted in coer terrain 10" 5"
53-55 10" Short 92-94 15" Short x 15" Left Small arms fire, LAW fire 40" 20"
56-58 10" Long 95-97 15" Long x 15" Right Other fire: Tank, ADA, ATGM 80" 40"
III. SECOND FIRE AND MOVEMENT PHASE 59-61 10" Right 98-100 15" Long x 15" Left Night (no NV or Thermal) 2"
Turret Adjustment & Button/Unbutton & Radar On/Off 62-64 10" Left -25% FO Spotting Modifiers: Rain: x 1/2 Fall/Blow Snow: x 1/4
Artillery Segment Modifier: On board artillery deviates half of listed distance. Fog: x 1/2 Dust: x 1/4
Opportunity Fire Segment (held fire from previous phase) Passive IR: 4" Therm Sights: Normal Daylight
Fire Segment INDIRECT FIRE EFFECT TABLE LA = 12"/20" Active IR: 16"
Movement and Moving Fire Segment Firing Tube Size -> 60-100mm 101- 151-170mm & 170mm+ &
ATGM Fire Effects Segment TargetType \/ 150mm Non-US MLRS US MLRS FIRE VS HELICOPTERS
Very Heavy Armor or Range -> 5” 10” 20” 30” 40” 50” 60” 70” 80”
1 2 3 4
IV. THIRD FIRE AND MOVEMENT PHASE Inf. Prepared/Urban Weapon\/ H/P H/P H/P H/P H/P H/P H/P H/P H/P
Turret Adjustment & Button/Unbutton & Radar On/Off Heavy Armor 2 3 4 5 Small Arms
Artillery Segment Medium Armor or Light 5/2 3/1 1/1 -- -- -- -- -- --
2 4 5 6
Opportunity Fire Segment (held fire from previous phase) Inf. In Woods Unarmored 5/4 3/3 1/2 -- -- -- -- -- --
Fire Segment Light Armor or Machine Guns
3 4 5 7
Movement and Moving Fire Segment Inf. In Rough/Marsh Light 5/2 3/1 1/1 -- -- -- -- -- --
ATGM Fire Effects Segment Very Light Armor 4 5 7 8 Unarmored 8/6 5/4 3/2 -- -- -- -- -- --
Unarmored or Chain Gun/HMG
5 6 8 9
Inf. In Open Light 4/6 3/4 2/2 -- -- -- -- -- --
MOVEMENT TABLE Modifiers:Vehicle in prepared position halves effect roll vs HE Unarmored 4/7 3/5 2/3 -- -- -- -- -- --
Terrain -> Cross Country OR Road OR Vehicle in prepared position with overhead cover halves effect roll vs ICM AAA Radar
Unit Type \/ Helo Very Low Altitude Helo Low Altitude Vehicle in prepared position with no overhead cover does no modify roll vs ICM Light 9/7 7/5 6/3 5/2 4/2 3/1 -- -- --
Fast Track 12" 16" Infantry in prepared positions or urban terrain halves effect roll vs ICM Unarmored 9/9 7/7 6/5 5/5 4/4 3/3 -- -- --
Medium Track 10" 14" AAA Manual
Slow Track 8" 11" SMOKE TABLE Light 8/6 6/5 5/3 3/2 3/1 -- -- -- --
Wheeled 8" 20" Emitter Screen Size Duration Blocks Thermal Unarmored 8/9 6/6 5/5 3/4 2/3 -- -- -- --
Infantry 3" 3" Artillery WP Sheaf 6 turns Y SAM Mount
Helicopters 20" 40" Artillery/Mortar Sheaf 6 turns N Light 3/9 4/9 5/9 5/9 6/9 6/9 5/9 5/9 4/9
Veh. Smoke Gren. 2"Wx1"L 2 turns N Unarmored 3/K 4/K 5/K 5/K 6/K 6/K 5/K 5/K 4/K
Veh. Emission 1"xmove distance 2 turns N Infantry SAM
VEHICLE MIRING CHART Infantry Smoke 1"x1" 2 turns N Light 3/6 4/6 5/6 5/6 4/6 3/6 3/6 -- --
Vehicle Type Miring Unmiring Unarmored 3/9 4/9 5/9 5/9 4/9 3/9 3/9 -- --
Die Roll Die Roll ROCKET EFFECT TABLE Modifiers:Half hit chance versus helicopter using mast mounted sight
VH/H armored track 7 2 Rocket Type -> Light Heavy -1 to hit DR for Flank/Rear shot
Med. Armored track/ Target \/ 10” 30” 60” 10” 30” 60” Target facing does NOT affect armor level
6-Wheeled 6 3 Very Heavy/Inf. In position/
2 1 -- 5 2 1
L/VL/Unarmored track/ 5 4 Urban Terrain ILLUMINATION ROUND TABLE
8-Wheeled Heavy 3 1 -- 6 2 1 Type Area of Effect Duration
4-Wheeled 8 2 Medium/Infantry in woods 4 2 1 7 3 1 Artillery 10" radius 2 Turns

FIELDS OF FIRE
Light 5 3 1 8 3 2 Mortar 6" radius 2 Turns
Very Light 6 3 2 9 4 2 Infantry 4" radius 1 Turn
Unarmored/Infantry in open 8 4 2 K 5 2
Sheaf size: 0-10": 1" x 1" 11-30": 1" x 2" 31-60": 2" x 3"
NATO DIRECT FIRE WEAPONS NATO ANTI-TANK GUIDED MISSILES DIRECT FIRE VS INFANTRY
Range Range Target Inf -> Prepared Woods
Weapon 6 10 15 20 25 30 35 40 50 60 70 80 Weapon 6 10 15 20 25 30 35 40 50 60 70 80 Firer & Range \/ Position or Non-Urban Open
HTK HATGM or Urban Cover
Very Heavy 9/8 9/7 9/6 9/5 8/4 8/4 8/3 7/3 6/2 5/2 4/1 2/1 Very Heavy 4/7 6/7 9/7 9/7 9/7 9/7 9/7 9/7 9/7 9/7 8/7 7/7 Squad 4" 3 5 8
Heavy 9/9 9/8 9/7 9/6 8/5 8/5 8/4 7/4 6/3 5/3 4/2 2/2 Heavy 4/9 6/9 9/9 9/8 9/8 9/8 9/8 9/8 9/8 9/8 8/8 7/8 8" 2 3 5
Medium 9/K 9/K 9/8 9/7 8/6 8/6 8/5 7/5 6/4 5/4 4/3 2/3 Medium 4/K 6/K 9/K 9/9 9/9 9/9 9/9 9/9 9/9 9/9 8/9 7/9 MG/Coax 4" 3 5 9
Light 9/K 9/K 9/9 9/8 8/7 8/7 8/6 7/6 6/5 5/5 4/4 2/4 Light 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K 8" 2 3 7
Very Light 9/K 9/K 9/K 9/9 8/8 8/8 8/7 7/7 6/6 5/6 4/5 2/5 Very Light 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K 12" -- 1 3
Unarmored 9/K 9/K 9/K 9/K 8/9 8/9 8/8 7/8 6/7 5/7 4/6 2/6 Unarmored 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K AC/AGL 6" 3 5 8
MTK MATGM 10" 2 3 6
Very Heavy 9/7 9/6 9/5 9/4 9/3 8/2 7/1 6/1 5/1 2/1 Very Heavy 4/5 6/5 9/5 9/5 9/5 9/5 9/5 9/5 8/5 7/5 20" -- 2 4
Heavy 9/8 9/7 9/7 9/6 9/5 8/4 7/3 6/3 5/1 2/1 Heavy 4/6 6/6 9/6 9/6 9/6 9/6 9/6 9/6 8/6 7/6 AA/HMG 6" 4 5 9
Medium 9/9 9/8 9/8 9/7 9/7 8/6 7/6 6/5 5/1 2/1 Medium 4/7 6/7 9/7 9/7 9/7 9/7 9/7 9/7 8/7 7/7 10" 3 4 7
Light 9/K 9/9 9/9 9/8 9/8 9/8 7/7 6/7 5/2 2/1 Light 4/8 6/8 9/8 9/8 9/8 9/8 9/8 9/8 8/8 7/8 20" 2 3 5
Very Light 9/K 9/K 9/K 9/9 9/9 9/9 7/8 6/8 5/3 2/2 Very Light 4/9 6/9 9/9 9/9 9/9 9/9 9/9 9/9 8/9 7/9 Tank HE 6" 5 6 8
Unarmored 9/K 9/K 9/K 9/K 9/9 8/9 7/9 6/9 5/7 2/5 Unarmored 4/K 6/K 9/K 9/K 9/K 9/K 9/K 9/K 8/K 7/K 10" 3 4 6
LTK LATGM 15" 2 3 4
Very Heavy 9/6 9/5 8/4 7/3 6/2 5/2 4/1 4/1 Very Heavy 6/2 9/2 9/2 8/7 7/2 20" 1 2 3
Heavy 9/7 9/6 8/5 7/4 6/3 5/3 4/2 4/4 Heavy 6/3 9/3 9/3 8/3 7/3 Cannister 6" 2 6 9
Medium 9/8 9/7 8/6 7/5 6/4 5/4 4/3 4/2 Medium 6/5 9/5 9/5 8/5 7/5 10" 1 4 8
Light 9/9 9/8 8/7 7/6 6/5 5/5 4/4 4/3 Light 6/7 9/7 9/7 8/7 7/7 20" -- 2 6
Very Light 9/K 9/9 8/8 7/7 6/6 5/6 4/5 4/5 Very Light 6/9 9/9 9/9 8/9 7/9 Squad = Squad small arms
Unarmored 9/K 9/K 8/9 7/8 6/7 5/7 4/6 4/7 Unarmored 6/K 9/K 9/K 8/K 7/K MG/Coax = Infantry MG Teams, coaxial MGs, and secondary
CG MGs aboard vehicles
Very Heavy 9/1 8/1 7/1 6/1 5/1 4/1 3/1 2/1 2/1 1/1 DIRECT FIRE MODIFIERS AC/AGL = Autocannon and Automatic Grenade Launchers
Heavy 9/1 8/1 7/1 6/1 5/1 4/1 3/1 2/2 2/1 1/1 Firing Unit Effects AA/HMG = Use of AA weapons in ground fire mode (ZSU-23-4,
Medium 9/4 8/4 7/3 6/2 5/1 4/1 3/1 2/1 2/1 1/1 Moving No missile fire Gepard, etc.) and Heavy Machine Guns (12.7mm/.50cal)
Light 9/K 8/9 7/8 6/7 5/6 4/5 3/4 2/4 2/4 1/2 Moving 1/2 Hit Chance Tank Gun HE = Tank Gun HE and HEAT-MP (Multi-Purpose)
Very Light 9/K 8/K 7/9 6/8 5/7 4/6 3/5 2/5 2/5 1/3 (except stabilized) Cannister: Tank gun and artillery direct fire cannister rounds
Unarmored 9/K 8/K 7/K 6/K 5/9 4/8 3/7 2/7 2/6 1/5 Elite/Veteran Status -1 to Die Roll
HMG vs: Untrained/Green +1 to Die Roll EFFECT OF FIRE VS INFANTRY
Light 9/9 9/8 8/8 7/7 6/7 5/6 4/5 3/4 1/2 Firing within/through No missile fire Stand Type 0 Hits 1 Hit 2 Hits
Very Light 9/K 9/9 8/9 7/8 6/8 5/7 4/6 3/5 1/3 artillery barrage Squad Small Arms & Small Arms OR
Unarmored 9/K 9/K 8/K 7/9 6/9 5/8 4/7 3/6 1/5 Firing in Limited Visibility+1 to Die Roll without NV 1 Inf. AT Wpns/ 1 Inf. AT Wpn OR Destroyed
Sm Arms vs: Equipped with LRF -1 to Die Roll Eng Action Eng. Action
Unarmored 8/4 7/3 5/2 2/1 Firing AA guns 2 Penetration rolls if firing vs. vehicles Gun Crew Small Arms & Small Arms OR
Destroyed
LAW vs: 2 Hits if firing vs. infantry Crew Served Weap. Crew Served Weap.
Very Heavy 7/4 5/4 Team Special weapon fire
Destroyed
Heavy 7/5 5/5 Target Unit Effects SNAP SHOT TABLE OR Call for fire
Medium 7/6 5/6 Hull Down 1/2 Hit Chance Target Type To Hit
Light 7/7 5/7 Moving +1 to Die Roll Wheeled on road/ fast track 1 CLOSE ASSAULT CHART
Very Light 7/8 5/8 Large Target -1 to Die Roll Medium track 2 Defender -> Infantry or Any Vehicle
Unarmored 7/K 5/K Small Target +1 to Die Roll Wheeled off road/ slow track 3 Attacker Engineers or Team
Side Target Facing-1 to Die Roll Stationary Target 4 Infantry/Eng. Squad A8/D8 A8/D4
Acquired Target -1 to Die Roll Modifiers: Target side facing -1 to hit DR Machine Gun A4/D8 A4/D6
SIDE AFV
A = Attacker D = Defender
A6/D7 A5/D5

Modifiers
1. Defender in prepared positions: +2 to Attacker's roll,
-2 to Defender's roll
2. Attacker assaulting with more than one squad: -2 to
attacker's roll
REAR FRONT

SIDE

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