RAPID FIRE! -- Further thoughts on modifications for post-war conflicts

Aaron W. Longbottom

A number of people have given very useful comments on my modifications to Rapid Fire!. One of the main concerns seemed to be that the lower rated guns were too effective against well armoured vehicles. I to had come to this conclusion. The obvous way to get round this would be just to down grade these weapons, however I offer an alternative which I have been playing recently.

I have use the following modifiction to A/T firing on the Reference sheet:


6. A/T FIRING

RANGES     POINT BLANK   NORMAL   EXTREME   DISTANT*

A/T Rifles     0-6"       6-14"    14-24"      -
Others         0-12"     12-30"    30-48"    48-60"

                            *(Guns '-3' and '-4' only)

FIRING NUMBER

                           -4   -3   -2   -1    0    1    2
              Gun Type =    0    1    2    3    4    5    6
Vehicle Class - IV    A     3    4    5    6    -    -    -
Vehicle Class - III   B     2    3    4    5    6    -    -
Vehicle Class - II    C     2    2    3    4    5    6    -
Vehicle Class -  I    D     2    2    2    3    4    5    6
Vehicle Class -  A    E     2    2    2    2    3    4    5
Vehicle Class -  B    F     2    2    2    2    2    3    4

EFFECT (d6)

Firing    OK    Light   Heavy   Destroied
Number          Damage  Damage
  6      1-6      7       8         -
  5      1-5      6       7         8
  4      1-4      5       6         7
  3      1-3      4       5         6
  2      1-2      3       4         5

MODIFIERS

-2  if at distant range ('-3' and '-4' guns only. Not LAD, LAW or ATGW)
-1  if ATGW firing against 'r' or 'c' armour from front or side
-1  if firer moved over half  and is stabilised
-1  if non Anti-Tank Gun (eg How.)
-1  if target/firer moved (not Anti-tank Rifle) and is not stabilised
-1  if target is partiallly concealed
-1  if at extreme range (Not LAD, LAW or ATGW)
+1  if at point blank range (Not LAD, LAW or ATGW)
+1  if firing at rear of an AFV

Ranges are calculated as before

Firing number is calculated from chart. Eg; Gun type -1 firing at vehicle class II has a Firing Number of 4.
You need to roll MORE THAN this number on a D6 (+/- modifications) to do some sort of damage.

Effect is found by rolling a D6 applying any modifiers and reading off the result. Eg; If the Firing Number was 4 and you were firing at point blank range (modifier +1). Roll D6 get a 5 say (+1 modifier) = 6, which for a Firing Number of 4 means that the target has taken heavy damage.