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FIELDS OF FIRE

FREE ONLINE VERSION 1.0


SCALE: 1” equals 50 meters; One turn equals valid Line of Sight (LOS) to and be within the
one minute; One miniature equals one vehicle. appropriate spotting distance of an enemy
before firing at that unit. Once a target has been
TURN SEQUENCE spotted by one of a player’s units, then all
1. Initiative – Highest die roll chooses to friendly units know of the target’s location, even
go first or second within each Segment if they cannot see to shoot at it.
of the Phases. SPOTTING CHART
2. First Fire & Movement Phase Target Description/Condition - Range
a. Stationary Fire Segment Vehicle, moving in Open terrain - 60”
b. Movement and Fire Segment Vehicle, halted in Open terrain - 40"
c. Resolve ATGM Fire Segment Vehicle, moving in Concealing terrain - 20"
3. Second Fire & Movement Phase Vehicle, halted in Concealing terrain - 10"
a. Stationary Fire Segment Unit is firing Tank Gun or ATGM - 80"
b. Movement and Fire Segment Nighttime (No NV or Thermal sight) - 2"
c. Resolve ATGM Fire Segment NV: Passive IR (4”), Active IR (16”), Light
Amp. (20” full moon, 12” other moon);
STATIONARY FIRE SEGMENT Thermal Sight (normal daylight ranges)
All units may conduct fire with no movement
allowed. Turrets may be adjusted up to 180 Questions of Line of Sight are decided by
degrees. Anti-Tank Guided Missiles (ATGM) fired stretching a string from the center of the
during this Segment will not strike until the sighting unit to the center of the target. If the
Resolve ATGM Fire Segment. string crosses or touches any terrain that would
block LOS, then the target is not visible.
MOVEMENT AND FIRE SEGMENT Concealment Terrain: Vehicles within
All units may conduct fire and/or move up to concealment terrain are considered hidden
their full movement allowance (See Movement unless they move, fire, or an enemy moves
Chart). Turrets may be adjusted up to 180 within 2” of the concealed unit. Examples of
degrees. Anti-Tank Guided Missiles (ATGM) fired concealment terrain are woods, buildings, and
during this Segment will not strike until the Urban Area Terrain.
Resolve ATGM Fire Segment. ATGM Signature: This is the distinctive cloud
of dust and debris raised by the back-blast of an
RESOLVE ATGM FIRE SEGMENT Anti-Tank Guided Missile (ATGM) being
During this Segment, any ATGM that was launched. This signature is visible to all units
fired during the Phase is resolved. If the ATGM’s with LOS and within range per the Spotting
target is now out of the line of sight of the firing Chart.
unit or the firing unit is destroyed, the missile
automatically misses. If the flight path to the MOVEMENT
target unit crosses another unit, resolve the Movement only takes place during the
missile’s attack against that unit instead. Movement and Fire Segment. Units are never
Otherwise resolve as normal using the Direct forced to move and may move less than their
Fire Chart. full movement rate. No unit may exceed its
allowed movement rate.
LINE SIGHT AND SPOTTING
Units may see out to the distances provided
on the Spotting Chart. A unit must have both a

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FIELDS OF FIRE
FREE ONLINE VERSION 1.0
MOVEMENT CHART to be recovered in the time constraints of the
Movement Class game.
Off-Road Move Road Movement* Walls and Hedges: A tracked vehicle may
Fast Track
breach low walls and hedges. Vehicles leave a
12” 16”
one-inch gap when they breach the wall or
Medium Track
10” 14”
hedge.
Slow Track
8” 11” DIRECT FIRE COMBAT
Wheeled
8” 20” 1. All units may fire twice during each Fire
Woods & Movement Phase, but not more than
2” per movement class once per Segment of each Phase.
Mud, Loose Sand
2. A unit is always allowed to fire, but may
½ the chart Off-Road Move rate
only attempt to hit a valid target, i.e.
one that is within the range of its
* To get the Road Movement rate, all of the
weapon system and within sighting
movement for that Segment must be a long
distance.
road terrain.
3. Measure the range from the center of
the firing unit to the center of the target
Miring: If mud or swamps exist, there is the
unit.
possibility for a vehicle to become mired when it
4. Cross reference this range on the Direct
attempts to cross the terrain. A vehicle
Fire Chart with the type of target (heavy
attempting to move in mud must make a roll
armored, light armored, etc.) and type
before actually moving. Roll a d10 and consult
of weapon.
the Miring/Un-miring Chart. A vehicle mires
5. If the target is at a range where the
when the controlling player rolls less than the
weapon may be effective, you will see
appropriate value in the chart.
two numbers separated by a “/”. For
Un-miring: A vehicle may attempt to Un-
example, you might see “7/5”.
mire once per Movement and Fire Segment. A
6. The first number is the base Hit Roll
vehicle is un-mired when the controlling player
number. This number can be modified
rolls less than the appropriate value from the
by conditions listed on the Hit Roll
chart. If successful, the vehicle may move
Modifier Chart, such as whether the
normally.
target is moving or hull down.
7. You roll a d10 and make a successful hit
MIRING CHART
Vehicle Type Miring Die Roll Un-miring Die Roll when the roll is equal to or less than the
Very Hvy/Hvy 7 2 modified hit number.
Armor Tracked 8. The second number is the Penetration
Medium Armor 6 3 number at that range. If the Penetration
Tracked number is a “K”, then any successful hit
Lt/Very Light 5 4 automatically kills the target. Otherwise,
Armor Tracked on a successful Hit Roll, roll the d10
Wheeled 8 2
again. A roll less than the Penetration
number will remove the vehicle from
Swamp: A vehicle entering swamp terrain is
play. A roll equal to the Penetration
automatically mired upon entry and is not able
number renders the vehicle immobile. A

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FIELDS OF FIRE
FREE ONLINE VERSION 1.0
roll over the Penetration number is an per Movement and Fire Segment within
ineffective hit. Woods.
9. A target may only be fired upon when it 3. Urban: This can be individual buildings
is within 45 degrees of the direction of of a farm or small village, or it can be
the barrel facing. Turret facing may be Area Terrain if it represents a built up
adjusted up to 180 degrees during a city. Individual buildings can provide
Segment. Turning the turret more than concealment and block Line of Sight.
90 degrees incurs a -1 penalty to fire. Urban Area Terrain (UAT) provides
10. A vehicle hit from the side or rear is concealment for vehicles. A vehicle
considered to have its armor level more than 1” inside the edge of the UAT
reduced by one for purposes of may not be seen by units outside of the
determining penetration. So, a Heavy woods. Visibility within the UAT is 2”.
Armor vehicle becomes Medium when Movement limited to 2” per Movement
shot from the side or rear and a Light and Fire Segment within UAT (unless
vehicle becomes Very Light when shot along a Road).
from the side or rear. 4. Roads: Roads may be either Dirt, Paved,
11. A hull down vehicle is one that is behind or Bridge. A unit on a Road is
cover that only exposes its turret to considered in Open terrain and gets
enemy fire. neither cover nor concealment.
12. An acquired target is an enemy target a. Dirt Road: If the scenario
that a unit fired at in the previous turn, specifies, then the Dirt roads
and which has not been removed from may be Muddy, and effect
play. movement.
13. A moving target is a unit that has b. Paved roads never become
moved more than 1”. Rotating in place Muddy.
does not trigger the moving target c. Bridges: Bridges are a special
penalty. type of Road. They allow
14. All fire within a Segment is vehicles to cross Streams,
simultaneous. Units destroyed within the Rivers, and larger bodies of
Segment still get to fire, unless firing an water without penalty to
ATGM. ATGM shots from destroyed units movement.
automatically miss. 5. Rivers and Streams:
a. Rivers: Is flowing water more
TERRAIN than 1” wide. Rivers are
1. Open: Relatively flat ground free of impassable to non-amphibious
cover or concealment. A vehicle uses vehicles. Fording is not possible
off-road movement to cross Open in a River. May only be crossed
terrain. via a bridge, or amphibious
2. Woods: This is Area Terrain and transport.
represents wooded ground. Woods b. Streams: Is flowing water 1”
provide concealment for vehicles. A wide or less. Streams may be
vehicle more than 1” inside the edge of forded, but ford locations must
the woods may not be seen by units be agreed upon before the
outside of the woods. Visibility within game begins. Fording vehicles
the woods is 2”. Movement limited to 2” move only 2” during the

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FIELDS OF FIRE
FREE ONLINE VERSION 1.0
Movement and Fire Segment 7. Sand: This represents loosely packed or
they cross the ford. drifting sand. Vehicles use off-road
6. Swamps: Swamps are impassable to movement at only ½ the normal rate.
vehicles. A vehicle entering a swamp is Hard packed sand is considered as Open
considered mired for the rest of the terrain.
game. Swamps may exist in Wood 8. Scrub/Fields: Scrub terrain or fields have
terrain. no effect on vehicles.

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