Phase 6:
Infantry Fire

Lightning War


Infantry Fire

All fire of infantry units at other infantry units happens during this phase.

The Firepower, Melee Value, and Range of each infantry unit are shown on the Infantry Weapons Chart. Infantry fire effectiveness is reduced when the firing unit has taken casualties or is moving. It is also affected by the Battle Skill of the firing unit.

All infantry units fire simultaneously. Each unit designates its target and all of the fire against a particular target is summed. Round fractions normally. The sum acts as a die roll modifier on the Infantry Fire Effects Table, along with the modifiers shown below the table.

Example: one rifle squad and one damaged SMG squad fires on a unit at 50m, the total firepower is +2 and +3 halved rounds to +4. If the target is walking, that adds another +1, but since the firers are recruits that reduces it by one. 3d6 are rolled and a 12 results, the +4 takes it to a 16, so the target takes one casualty.

Infantry units that take casualties are reduced in effectiveness. If a unit takes casualties twice, it is eliminated. Taking a single level of casualties will eliminate small units such as machine gun and light mortar crews.

Infantry Weapons Firepower
Unit Type Range
Melee 50m
1"
100m
2"
250m
5"
500m
10"
750m
15"
Rifle Squad +3 +2 +1 +1 +1
SMG Squad +4 +3 +1 +1
Flamethrower¹ +0 +5 +5
LMG/MMG¹ +0 +1
HMG¹ +0 +2
20mm AA¹ +0 +2
Modifiers:
Casualties ×½
Moving Firer ×½
¹ = cannot move and fire
Infantry Fire Effects Table
Roll
3d6
+ Mods
Target Type
Infantry Unarmored Veh.
<= 11 No Effect No Effect
12-14 Pinned No Effect
15-19 Casualty No Effect
20-21 Eliminated Immobilized
>= 22 Eliminated Eliminated
Die Roll Modifiers
Target Running +3
Target Mounted +2
Target Riding on Vehicle +2
Target Walking +1
Target inside Vehicle -1
Target In Foxholes -3
Target In Bunkers -5
Other Soft Cover -2
Other Hard Cover -4
Smoke (per inch) -2
Militia Firing -3
Recruit Firing -1
Veteran Firing +1
Elite Firing +3



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