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Phoenix Command Small Arms Combat System - Leading Edge Games

1.0 Welcome to Phoenix Command

For those unfamiliar with role-playing games or wargames, Phoenix Command is an excellent introduction to the fascinating world of simulation gaming. Just as chess represents a strategic game of conquest and strategy, Phoenix Command details the action in modern small arms combat. Like chess, playing pieces moved on a playing surface resolve the action. But unlike chess, the playing pieces in Phoenix Command represent individual people, or characters, with combat resolved on a second-by-second basis. The outcome depends on each character's actions, skill, and strategy.

Any number of people can play Phoenix Command; it is ideally suited to two teams, with a referee to moderate the action.

1.1 Using the Game

Phoenix Command is a small arms combat system. It has been designed for use as a stand-alone game or as a combat system for any other game. Its self-contained rules may be used to accurately recreate combat scenarios from books, movies, current events, or history. All that is needed are pencil and paper, six- and ten-sided dice (available at local game stores), and either scale models, hex maps (also available at game stores), or a large piece of paper.

The models, maps, or paper are used as the game surface. On it, the terrain, buildings, and the basic setting in which game play will take place are established. This might be a deserted village, a jungle, or a city street. Once the playing surface has been set, players divide up the people, or characters, whose actions will be represented on the playing surface. These characters are the playing pieces, and like chess pieces, they are represented by figures, markers, or any other agreed-upon device. Each player is responsible for the actions of each of his characters, guiding them through play.

Phoenix Command provides the system of movement and combat which regulates the interactions between characters, accurately simulating the results of the conflict.

1.2 Characteristics

Each character or combatant has certain innate characteristics which help to determine performance on the battlefield. These characteristics are defined by numbers which represent the character's physical and mental capabilities: Strength, Intelligence, Will, Health, and Agility. Other characteristics specific to role-playing are not dealt with here, as they do not directly affect combat.

Figure 1 is a sample Status Sheet for a character. The five Characteristics are located in its upper left column. Definitions of the Characteristics are as follows, and a blank Status Sheet is at the back of this book.

Sample Status Sheet

Characteristic Value
Strength (STR) 10
Intelligence (INT) 13
Will (WIL) 12
Health (HLT) 12
Agility (AGI) 10
Base Speed 9
Maximum Speed (MS) 10
  • Strength (STR): The overall physical strength of the character. An untrained character with STR 10 can deadlift about 200 pounds, one with STR 14 can deadlift about 250 pounds, and one with STR 18 can deadlift about 400 pounds.
  • Intelligence (INT): Mental dexterity influencing the speed with which the character can make decisions. As such, it is a factor in determining overall combat effectiveness.
  • Will (WIL): Resolve and willpower, affecting courage in the face of danger and resistance to the pain of wounds.
  • Health (HLT): Physical health and the ability to recover from wounds.
  • Agility (AGI): Physical coordination and speed.

The value of each Characteristic will typically be between 3 and 18. The larger the value, the greater the character's capability, as indicated on the following table:

Characteristic Description
18 Exceptional
16 Excellent
14 Good
12 Above Average
10 Average
8 Below Average
6 Poor
3 Extremely Poor

To use this system with another game, convert the other game's characteristics to the 3 to 18 scale, using the preceding guidelines. For a stand-alone game, simply determine the value of each characteristic by summing the roll of three six-sided dice. Alternatively, the pre-generated troop data of Section 1.5 can be used for quick pick-up games, or to provide opponents for scenarios.

1.3 Generating a Character

To generate a character, determine each value on the Status Sheet using the following step-by-step procedure. General explanations of these values are given here; the full details are found in the chapters that follow. A blank Status Sheet has been provided at the end of this book, while Figure 1 is an example of a completed sheet.

Step 1: Characteristics

Separately determine the values of each of the characteristics found in the upper left-hand corner of the Status Sheet by summing the roll of three six-sided dice.

Each Characteristic = Total of three six-sided dice

Step 2: Skill Level

The character's ability is represented by his Gun Combat Skill Level. This should now be established using the following guidelines:

Skill Levels range from 0 to 20, with Level 0 being someone with no training whatsoever. An average soldier in an average army is assumed to be 3rd to 4th Skill Level, while highly trained elite troops are 5th to 7th. Outstanding members of elite units might be 9th to 12th, and only truly exceptional people would be of higher level. 20th Skill Level is the maximum possible.

Those of you who are using other role-playing games will have your own way of generating Skill Levels, and acquiring experience or training. Simply adjust that system to this scale for determining your Skill Levels.

Player or Referee chooses the Gun Combat Skill Level

Step 3: Encumbrance

Now the Encumbrance is determined. This is the total weight of armor, clothing, weapons, and equipment carried into combat. The greater the Encumbrance, the slower the character. Backpacks and other non-combat equipment can sometimes be dropped before entering combat; if so, they should not be included in this weight. The setting of the game will determine whether this occurs or not.

To find the Encumbrance of a character, simply total the weights (in pounds) of all equipment being carried. A discussion of weapons and equipment may be found in Section 1.4, and in the Weapon Data Tables at the back of this book.

The Weapon Data Tables are divided into seven sections: Pistols, Sub-Machineguns, Assault Rifles, Machine Guns, Shotguns, Direct Fire Explosive Weapons, and Grenades. Select the character's weapon or weapons from the Weapon Data Tables, and record on the Status Sheet their weights, and those of all armor, ammunition, and equipment carried on the Status Sheet. If armor is being worn, record its Armor Protection Factor (PF) in the space provided (see Section 1.4).

Record equipment weights and Armor Protection Factors

Encumbrance = Total weight carried into combat

Step 4: Base and Maximum Speed

Next find the character's Base and Maximum Speeds. These depend on his Strength, Agility, and Encumbrance. Base Speed represents overall mobility, while Maximum Speed is the character's top running speed.

Find the Base Speed by cross-indexing the Strength (STR) characteristic (Step 1) with the Encumbrance (Step 3), on the Base Speed Table (1A). Record the Base Speed on the Status Sheet. As an example, a character with STR 16 and an Encumbrance of 15 pounds has a Base Speed of 3.0. Encumbrance should be rounded off to the nearest column.

Now cross-index the Base Speed with the character's Agility (AGI) characteristic (Step 1) on the Maximum Speed Table (1B), to find the Maximum Speed (MS). For example, a character with AGI 10 and a Base Speed of 3.0 has a Maximum Speed of 6.

In this way, the character's strength and quickness are factored in with the weight he is carrying, to determine how quickly and easily he can move.

Base Speed = Cross-Index Strength (Step 1) and Encumbrance (Step 3) on Table 1A

Maximum Speed = Cross-Index Agility (Step 1) and Base Speed on Table 1B

Step 5: Skill Accuracy Level

The character's Skill Accuracy Level (SAL) is now determined. This measures his skill with weapons, and obviously has a significant effect on how accurate his shots will be. The greater the SAL, the greater his expertise. It is found opposite the Gun Combat Skill Level on Table 1C, and should be recorded on the Status Sheet. Note that there is a rapid increase in the SAL as a character moves through the low levels. This is because of the very rapid improvement in ability which comes from even a little training or practice.

Skill Accuracy Level found on Table 1C opposite the Gun Combat Skill Level (Step 2)

Step 6: Intelligence Skill Factor

Next the Intelligence Skill Factor is established. This is the sum of the Intelligence characteristic and the Skill Accuracy Level (Step 5). Record it on the Status Sheet. Intelligence in this sense does not represent learning, but general quickness of wit and reaction.

Intelligence Skill Factor = Intelligence (Step 1) + Skill Accuracy Level (Step 5)

Step 7: Combat Actions

The time required to perform any act, such as loading a weapon, opening a door, or walking through a room, is measured in Actions. Each Action is not a precise amount of time, but a relative representation of how long an act will take someone. Some people can do things more quickly than others; this is represented by allowing them to use more Combat Actions during each 2 second Phase, or one-half second Impulse.

To find the Combat Actions, go to the Combat Actions Table (1D) and cross-index the character's Maximum Speed (MS) of Step 4 and his Intelligence Skill Factor (ISF) of Step 6. Record his Combat Actions on the Status Sheet.

Each game Phase is divided into four Impulses, and a character's Combat Actions are naturally divided up on that level as well. The Combat Actions Per Impulse Table (1E) gives the number of Actions a character may perform in each of the four Impulses. Just go across the line for the character's number of Combat Actions, and record each of the four numbers in the appropriate spaces on your Status Sheet. These four numbers added together will equal your character's Combat Actions.

Combat Actions = Cross-Index Maximum Speed (Step 4) and Intelligence Skill Factor (Step 6) on Table 1D

Combat Actions Per Impulse = Found opposite the Combat Actions (above) on Table 1E

Step 8: Knockout Value

Phoenix Command uses a system of shock and Physical Damage to determine how a character is affected by wounds. A key factor in this system is each character's Knockout Value (KV). This number is used to determine at what point the character goes into shock from his injuries. The larger the Knockout Value, the greater the ability to ignore the pain of wounds. The Knockout Value is one half of the Will characteristic times the Gun Combat Skill Level (rounded off).

Knockout Value = 0.5 x Will (Step 1) x Gun Combat Skill Level (Step 2)

Step 9: Weapon Data

A wide-ranging list of weapons is found in the Weapon Data Tables located at the back of this book. The appropriate data for the weapon used by a character should be transferred from the Weapon Data Tables to the Status Sheet. For those just starting out, this is certainly not necessary during character generation. It is, however, a good idea to copy the numbers at some point, as the information will be used in combat.

Much of the data in the Weapon Data Tables is not used in the Basic Game of Chapter 2. Many values are used only in the Advanced Rules of Chapter 3 and the Optional Rules of Chapter 5, while some are used only in the Advanced Phoenix Command Combat Supplement. The following discusses the values contained on the Weapon Data Tables. Those playing the Basic Game may ignore those used in the Advanced or Optional Rules.

  • Length (L): Overall weapon length in inches. If two numbers are shown separated by a slash (/), the first number is the weapon's length with the stock folded, while the second is its overall deployed length.
  • Weight (W): The loaded weapon weight in pounds. It does not include a holster or sling.
  • Reload Time (RT): The time, in Action Counts, required to fully reload the weapon.
  • Rate of Fire (ROF): The time, in Action Counts, required to chamber a round from the weapon's magazine.

An asterisk (*) indicates a self-loading action in which a round is chambered automatically after each shot fired. With this type of weapon, a round is always ready for fire until the magazine is empty.

A number following an * indicates the weapon is capable of fully automatic fire and gives the number of rounds fired per half-second burst.

Weapons with no ROF entry have no magazine; the time required to prepare a shot is given by the Reload Time (RT).

  • Ammunition Capacity (Cap): The maximum number of rounds which can be held in the weapon's magazine.
  • Ammunition Weight (AW) and Feed Device: The weight in pounds per belt (Blt), drum (Drm), magazine (Mag), or individual round (Rnd).
  • Knock Down (KD): Measure of the weapon's knock-down capability. This has nothing to do with physical damage or incapacitation but can be used to determine if the projectile's momentum knocks the target off his feet or off balance. This is discussed in the Optional Rules of Chapter 5.
  • Sustained Automatic Burst (SAB): The measure of the weapon's recoil and its accuracy during long bursts of automatic

1.4 EQUIPMENT AND ARMOR

This section gives the weight of combat equipment and body armor. Weapon data is provided in the Weapon Data Tables located at the back of the book. Weapon data has been divided into seven sections: Pistols, Sub-Machineguns, Rifles, Machine Guns, Shotguns, Explosive Direct Fire Weapons, and Grenades/Explosives. Within each section, the weapons have been separated by nationality. A brief discussion of the values on the tables is found in Step 9 of Section 1.3. Detailed use of those values is in Chapters 2, 3, and 5. The weights of some standard pieces of combat equipment are found in the following table. While this is by no means a complete list, it should fill the needs of most games. Players should feel free to expand the list as desired.

Equipment Table

Equipment Weight (lbs)
Bayonet 1.0
Binoculars 2.0
Bipod 1.0
Canteen (full) 2.5
Clothing 5.0
Entrenching Tool 1.5
Field Radio 12.0
Fighting Harness 0.6
Headset Communication 1.0
Holster 0.4
Magazine Pouch (2 Mags) 0.2
Optical Scope 2.5
Sling 0.4
Smoke Grenade 1.0

The weight, Protection Factors (PF), and coverage of common body armor has been included in the following table. The larger the armor's PF, the greater the protection. If the weapon's Penetration value (PEN) is less than or equal to the armor's Protection Factor (PF), the armor will stop the projectile. Body armor has been divided into head, visor, and body coverage and is worn over normal clothing. The BPF value is used only in the Advanced Phoenix Command Combat Supplement and is the Blunt Protection Factor.

Armor Table

Armor / Clothing PF BPF Head Visor Body Weight (lbs)
Clothing 0 0 - - - 5.0
Light Flexible Armor 4 1 - - - 2.0
Medium Flexible Armor 6 2 - - - 2.6
Heavy Flexible Armor 9 3 - - - 3.2
Light Rigid* 6 4 2.2 0.8 7.9 11.5
Medium Rigid* 10 5 3.1 0.8 15.0 15.0
Heavy Rigid 16 6 4.0 0.8 15.0 24.0
*Visor PF = 4

1.5 Pregenerated Troop Data

This section provides pregenerated troop data for players to use as characters or for opponents in scenarios. The following table provides all the values required for play except weapon data which is found on the Weapon Data Tables at the back of this book. To prepare a combatant, take a blank Status Sheet like the one at the back of this book, and record the Skill Level, Combat Actions, Armor PF, Knockout Value, and Skill Accuracy Level given below.

Pregenerated Troop Table

Troops Skill Level Combat Actions Helm PF Body PF Knockout Value Skill Accuracy Level
Untrained 0 3 - - 5 0
Militia 1 4 - - 5 5
Green 2 4 - - 10 7
Line 4 4 - - 20 10
Crack 5 6 - - 35 11
Elite 7 6 - - 56 13
Line 4 3 16 30 20 10
Crack 5 4 16 30 35 11
Elite 7 4 16 30 56 13

Now, pick a weapon from the Weapon Data Tables and fill in the Weapon Data section of the Status Sheet. Add the Skill Accuracy Level to each of the AimTime Mods and record the sums (the Shot Accuracy) on the Status Sheet. The combatant is now ready for play.

2.0 Basic Game: Movement and Combat

The Phoenix Command Combat System has been designed to be both intense and realistic. It is designed to simulate real combat as accurately as possible. This means that battle is very dangerous, and that bullets are as deadly to a veteran as they are to a new recruit. After their initial experiences, it is likely that characters will learn that combat is not a thing to be entered lightly.

The Basic Combat rules are designed to introduce the various concepts involved in simple and direct ways. As players learn the basic system, and should they desire more detail in their play, the various Optional rules can be added in. Each group of players should feel free to use the rules with which they are comfortable; the game has been designed to allow a high degree of realism, but that is certainly not necessary for a very enjoyable experience.

2.1 Game Scale and Playing Surface

As mentioned during Character Generation, the Phoenix Command combat system uses Phases which are 2 seconds long. Each Phase is divided into a series of 4 Impulses, in which all movement and fire are executed simultaneously. For a playing surface, either a tabletop or a hex map may be used, with each Inch or Hex representing 2 yards. Each combatant should be represented on the playing surface by a miniature figure, a counter, or other agreed-upon marker.

Players should be set up on the playing surface whenever combat is imminent. The Referee should simply draw the outlines of buildings and other terrain features, such as trees and ridge lines, directly on the surface. A variety of blank, erasable hex maps are currently available in hobby and gaming stores, and are ideal for this purpose. If the players are using a tabletop, then butcher paper or something similar can easily be substituted. As much detail as desired may be included, and the Referee should be careful to draw all features to scale. Models of buildings, when available, are of course ideal. When the map is ready, then the characters are placed in their locations, along with whatever opponents or other people they can see.

2.2 Phases and Combat Actions

As stated above, each Phase consists of four Impulses. Since a Phase is two seconds long, each Impulse is one-half of a second. During each Impulse, every combatant is able to perform a certain number of Combat Actions, as shown in the Actions Per Impulse portion of the Status Sheet (Section 1.3, Step 7). For example, a character with 4 Combat Actions may perform one Action in each Impulse, while someone with 6 Actions may perform 2 in the first and third Impulse, and 1 each in the second and fourth. A character does not have to use all his Actions in each Impulse, or each Phase, but those which are not used are simply lost; they may not be saved from Impulse to Impulse.

The Action Time Table on the Status Sheet gives the Action costs for many typical actions. As an example, movement in a running stance costs 1 Action per hex, and assuming a firing stance costs 2 Actions. The Referee may determine the cost of any unlisted action using his own judgement. The Action cost should be equal to two times the time (in seconds) it would take an average man to perform the act. For example, an activity which takes an average man 3 seconds to perform would cost 2 X 3 = 6 Actions.

Anything listed on the Action Time Table may be performed by any combatant; it just takes some people longer than others. If a player is attempting to do something which takes more than a single Impulse, or which would extend into the next Phase, then he simply applies whatever Actions he has to the activity, and continues applying them each Impulse until he has enough. When he has 'spent' enough Actions, then he can perform the act. Players should write down their accumulation of Combat Actions when doing this; small hash marks are sufficient.

For example, consider the character Trent, from the sample Status Sheet on page 3. Trent has 8 Combat Actions; this is 2 Actions per Impulse. It is the beginning of a Phase, and he wants to take 6 Actions of aim before he fires. He aims, at 2 Actions per Impulse, through the first two Impulses, and fires at the end of the third. If he had begun aiming in the third Impulse of one Phase, then he would have fired at the end of the first Impulse of the next Phase. (2 Actions in Impulse Three, and 2 more in Impulse Four for a total of 4 Actions. A new Phase would then begin, and Trent would use his 2 Actions during Impulse One to bring his total to 6.)

Actions can be mixed, as long as they are not exclusive. This means that a player can aim while moving, but cannot aim at two different targets at once, or any other obvious contradiction. It is also difficult to aim while moving; a character may only use a maximum of 1 Impulse worth of aim if he is moving.

In Trent's case, he might choose to move forward one hex (using 1 Action per hex), and take 1 Action of aim as well, in each Impulse. After 2 Impulses, he would have moved through two hexes and would have 2 Actions of aim. If he wanted his shot to be more carefully aimed than that, he would have to stop moving.

It should be noted that combatants can change their minds. A player who intends to aim for 6 Actions may decide instead to shoot after only 5 (or 4, or 7, or any other number). The target may also move out of visibility (Section 2.4) before the player wishes to fire. In this case, the player must shoot as the target leaves visibility, using whatever Actions at aim he has at that point, or the time spent aiming is simply wasted, and the combatant receives nothing for the Actions he has used.

2.3 Facing and Movement

The figure or marker representing each character is always oriented in a specific direction; this determines where he can move and fire, and is called the character's Facing. Facing may be in any direction and is not limited by the hex grid. Hexes are only used to regulate movement distance.

The character's Facing determines his Field of Fire and Field of View. The Field of Fire is the area into which he can fire his weapon; this is a 60-degree cone centered on his Facing. The Field of View is the area he can immediately see; the front 180 degrees, centered on his facing. If the game is being played on a tabletop or other unmarked surface, the Fields of Fire and View are estimated by the Referee. Note that when a character is in a Firing Stance, his Field of View is also 60 degrees.

Facing and Movement

The Action Time Table mentions the Action costs for Changing Facing; it should be noted that small turns made while moving are free. For each hex entered, a combatant may change facing up to 60 degrees (one hex side) without CA cost. There is only a CA cost for turning if the combatant is not moving that Impulse, or if he wishes to turn more than one hex side per hex.

Example:

At the start of play, Trent (8 CA) is behind the cover of a tree, and wants to move 11 hexes forward to a low wall. In Phase 1, he moves 3 hexes forward, changes facing 1 hex side, and continues on 5 more hexes. This uses a total of 8 Actions. In Phase 2, he continues moving forward 3 more hexes and reaches the wall. He stops, and changes facing 3 hex sides to face back the way he came. This uses a total of 4 Actions (3 for moving, a free hex side turn in the last hex, and 1 Action for 2 more hex sides), meaning that Trent has completed his movement at the end of Impulse 2 of Phase 2. He has 2 more Impulses, and therefore 4 more Actions, available before the Phase ends.

2.4 Fire

There are several factors which affect the accuracy of a shot. The skill of the shooter, the basic accuracy of the gun itself, the amount of effort spent aiming, and the range are obviously all very important.

Each is considered when determining the chance of hitting a target. The shooter's skill is represented by the SAL, and the Range is determined by counting the number of hexes or inches between the shooter and the target.

The weapon's inherent accuracy and the amount of time spent aiming are covered by the Aim Time Mods from the Weapon Data Tables. A shot using 1 Action is the quickest, and is usually called a Snap Shot. A shot using the maximum number of Actions shown in the Aim Time Mods column is the most accurate possible for that weapon. Note that the act of firing is included in the Aim Time; a Snap Shot uses one Action for aiming and firing, and does not require 1 Action for aim and another to pull the trigger.

These factors are all included in the Odds of Hitting Table (2). The left column is labelled Shot Accuracy (SA); this is equal to the Aim Time Modifier of the weapon used at the number of Actions of aim which the shooter has applied, plus the shooter's Skill Accuracy Level (Section 1.3, Step 5). If the Shot Accuracy falls between two values, use the lower number. On Trent's Status Sheet (Figure 1), with 4 Actions of aim, his Shot Accuracy is +7.

The SA is then cross-indexed with the Range to the target, in either hexes or inches, to determine the Odds of Hitting. Enter the Range column with the first number that is equal to or greater than the actual range. If, as mentioned above, Trent has a Shot Accuracy of 7, then he would have a 86% chance of hitting a target that was 8 to 10 hexes away.

Target Visibility

Naturally, a character has to be able to see a target to shoot at it. A direct line of sight system is used for target visibility and spotting. All exposed targets within a character's Field of View are visible from the beginning of the Impulse they begin an action which exposes them, until the end of the Impulse in which they go into concealment. In other words, if a character steps out around a corner (which takes 1 Action) on Impulse One, fires on Impulse Two, and ducks back around the corner on Impulse Three, he is visible from the beginning of Impulse One to the end of Impulse Three.

2.5 Optional Modifiers

There is far more to the chance of hitting than the factors mentioned above; some of these other factors are covered on the Optional Accuracy Modifiers Table (2C). If desired, any or all modifiers which apply are added to (or subtracted from) the Shot Accuracy, before determining the Odds of Hitting.

As an example, return to Trent's shot with an SA of 7 and a 86% chance of hitting. If his target were moving, he would subtract 5 from his Shot Accuracy. This would give him a new SA of 7 - 5 = 2. He would now need to roll a 53 or less to hit a target at Range 10. If the target was also running in the open (Standing Exposed), however, Trent would add 8 to the SA, bringing it up to 10, and a 96% chance.

Positions and Stances

There are three possible positions: Standing, Kneeling, and Prone. Each of these has a different Shot Accuracy Modifier, as indicated on Table 2C. From a Standing position, it costs 1 Action to Kneel, and 2 to go Prone. From Kneeling, it costs 1 to either Stand or go Prone. When Prone, it costs 2 to Kneel, and 3 to Stand up.

There are also two Stances used in determining Shot Accuracy. If no preparation is made before a combatant begins aiming, he is said to be Firing From The Hip, and suffers a -6 penalty to his Shot Accuracy. If he uses 2 Actions to assume a proper firing position, called a Firing Stance, then his aim uses the normal Odds of Hitting. The Aim Time begins after the combatant assumes the Firing Stance. Once in a Firing Stance, the character continues to receive the Firing Stance advantages until he moves.

Ducking

Ducking is a defensive option available to all combatants whenever they are fired upon. Ducking costs no Actions, and a Duck may be performed during the same Impulse as any other activity, including firing. All shots fired at someone who Ducks are at -5 Shot Accuracy, and if the person Ducking fires at the same time, he would execute his fire with a -10 Shot Accuracy modifier. Note that Ducking interrupts any action which was being performed.

Automatic Fire

Most of the weapons used in the game are capable of Automatic Fire. When a weapon is set on Automatic, it fires a one-half second burst each time the trigger is squeezed, instead of just a single round. Weapons which can do this are those which have an asterisk (*) preceding their Rate of Fire (ROF) value on the Weapon Data Table.

When using Automatic Fire, only one burst may be fired per Impulse, and therefore a maximum of four bursts may be fired per Phase. This is in contrast to single shot firing, where the maximum number of shots which can be fired in an Impulse or Phase is limited only by the number of Combat Actions. On the other hand, all Automatic Fire receives the +1 Action Aim Time bonus shown on Table 2C. It also uses the Automatic Fire Table (2B) to determine how many rounds hit the target. This table works in the following way.

To use Automatic Fire, determine the Odds of Hitting normally, making sure to include the +Aim Time modifier for Automatic Fire. Roll to see if the shooter hits; if he does, then it means that the rounds are in the correct area, and at the right elevation. Now go to Table 2B. Find the appropriate Range, and cross-index it with the Rate of Fire of the weapon. This gives the number of rounds which have hit the target.

It is also possible to hit more than one target with a burst at Automatic Fire. At ranges of 45 hexes or less, the shooter may choose to sweep his fire across a full hex. If this happens and a hit is scored, every person in the target hex is hit. Use the 45 Hex range entry on Table 2B to determine the number of hits scored on each target.

Target Size

Combatants who are in doorways, behind walls, and in similar situations are harder to hit than those who are standing in the open. The Target Size Modifiers deal with these situations.

There are five entries in this portion of the table. Looking Around Cover is for targets who are just looking over or around cover, and are exposing only their heads. Firing Around Cover is for when the target is behind cover and returning fire, or preparing to; the shooter can see the head, shoulders, and arms. Standing, Kneeling, and Prone Exposed are all self-explanatory.

In addition to the Odds of Hitting modifiers, targets which are Looking Over or Firing Around Cover can only be hit in certain body locations. This is handled by using the Firing Around Cover Hit Location Table, and is discussed in Section 2.6.

2.6 Hit Location and Damage

Whenever a target is hit, the Hit Location and Damage Table (3A) is used. This table breaks the body down into its significant areas, or Hit Locations, depending on how vital they are to survival. It shows the appropriate injury caused by the shot, based on the weapon's effective Damage Class. The various factors on the Table are discussed below.

Target Position

There are two columns of Target Positions, labeled Firing Around Cover and In The Open. The Open column is used for targets who are largely or entirely visible to the shooter, and includes all possible Hit Locations from Head to Foot.

The Firing column is used for targets who are mostly concealed. As discussed in Section 2.5, only certain Hit Locations can be hit on people who are undercover. The Firing column includes only the head, shoulders, and arms as possible hit areas. To accurately simulate hits to targets who are Looking Over Cover, ignore all rolls on this Hit Location Table over 22.

Hit Location

This section of the table is simply a list of the various body areas which can be hit. Glance hits are assumed to cut across the target shallowly, and usually ricochet off bone.

Having selected the correct Target Position column, the firing player rolls a 00-99 number to determine the Hit Location.

Penetration Line

Once the Hit Location has been determined, the question is whether the shot has penetrated the target's armor. Some shots will strike cleanly, while others partially or completely glance off. (See Glancing Roll, below.) This will obviously have a major effect on the damage done. The relative protection afforded by armor is accounted for by using the 4 Weapon Penetration Lines at the top of the Hit location and Damage Table (3A).

To determine which line should be used for a given shot, the weapon's Penetration is compared to the Armor's Protection Factor (PF) on the Penetration Line Summary (3B). The table gives the minimum weapon Penetration values necessary for various degrees of effectiveness against different PFs.

Glancing Roll

As mentioned above, the protection afforded by armor is not determined simply by its thickness. An important factor is its ability to deflect fire, by the use of slope, layering, or even reactive or reflective shielding. In these ways, well-designed armor can often preserve the life of its wearer from even high-powered weapons.

This is reflected by the use of the Glancing Roll, shown at the top of the Hit Location and Damage Table (3A). For each shot that hits a target, a 00-99 number is rolled. This number is entered on the appropriate Weapon Penetration Line to determine the effect of the shot. If the number rolled is less than the lowest number in the Low Velocity Damage column, then the shot glanced off the armor; no damage is done. Otherwise, the number rolled determines which of the two sections of the Hit Location and Damage Table should be used; Low Velocity Damage or Over Penetrating Damage.

Resolving Damage

Now that the correct section of the Damage Table is known, the exact damage is determined. The severity of a wound is judged in terms of points of Physical Damage (PD). The greater the PD, the more serious the wound and the greater the chance that the target has been incapacitated.

The PD value covers a very wide range, from 1 point to many thousands of points. These represent varying degrees of damage; rough descriptions are included in the Low Velocity Damage column. A scan down this column and the PDs associated with various Hit Locations will give the player some idea of what he is dealing with.

For example, a Low Velocity Damage hit to the Thigh - Flesh areas does 3 points of PD. This is in the general category of Superficial Wounds, and while somewhat painful, it is not an incapacitating wound to any but the most frail of people and is little threat to one's health. A Low Velocity wound to the Thigh - Bone, however, does a 16 PD Disabling Injury, while one to the Heart does a 4000 PD Critical Wound. The significance of PD is discussed in the next section.

The Low Velocity Damage column represents damage caused by shots which have been significantly slowed down by the target's armor. The damage from such shots is limited, and so the weapon's Damage Class is not considered. Just cross-index the Hit Location with this column to determine damage.

Over Penetrating Damage handles shots which have not been significantly slowed by armor. These shots are moving very rapidly, and can cause extensive rupturing of tissue in addition to the damage done in the path of the bullet itself. For these shots, choose the column which includes the weapon's Damage Class, and cross index it with the Hit Location.

Because the armor worn by a target is rarely the same for all Hit Locations, it is often necessary to roll the Hit Location before determining the Weapon Penetration Line and damage type.

Example: Trent's shot was to the Shoulder location. If the shot is doing Low Velocity Damage, then the target takes a 21 Physical Damage point Disabling Injury. If he were on the Over Penetrating Damage table, however, the Damage Class (DC) of his M16 would determine the damage. The DC of the M16 is 6; cross-indexing the Shoulder hit location with the Damage Class 6-6 column under Over Penetrating Damage, the damage is 1000 PD and a Double Disable result.

The first use of PD is to determine whether the combatant is disabled or incapacitated; this is covered in the next section. Even more important than that, however, the PD also determines the chance of a combatant surviving his wounds. This is discussed in depth in Section 2.9.

2.7 Disabling Injuries and Knockouts

There are two immediate side effects possible from a wound received in combat. It is possible that the victim will faint unconscious, slip into shock, or otherwise be unable to continue fighting. He might also be able to continue, but find that his abilities have been limited due to his injuries.

Being incapacitated is the first issue. Each Impulse in which a combatant takes one or more wounds, there is a chance that he will be unable to continue the battle. The following Knockout Table is used to determine the odds of this happening.

Compare the total amount of Physical Damage (PD) that the combatant has received to his Knockout Value (KV), discussed in Section 1.3, Step 6. Select the appropriate line from the table, and read across to find the Incapacitation Chance (IC).

A 00-99 number is then rolled, and if the number is less than the IC, then the combatant is out of the fight. If the number rolled is greater than or equal to the IC, then the combatant may continue, subject only to the Disabling Injuries rule discussed below.

Knockout Table

Total PO Incapacitation Chance
less than 1/10 KV --
over 1/10 of KV 10
over KV 25
over 2 times KV 75
over 3 times KV 98

Incapacitation must be checked each Impulse that a combatant takes damage, regardless of how much he takes. Also, the check is made against the total damage the combatant has received, not just the value of the latest wound. Thus, if Trent had taken 35 PO from previous wounds and was hit again for 21 PO more, his total PO would be 56. This is more than his KV, and he would have to roll a 25 or better to remain active.

Note that a character who is incapacitated is not necessarily unconscious. Some incapacitated characters are simply scared and unable to continue to function (especially those with low KV's), while others are in extreme pain or have slipped into shock. Regardless, they are no longer considered effective in combat. The Optional Rules of Section 5.13 can be used to determine the exact condition of a character who has failed his Knockout roll.

Regaining Consciousness

The severity of a wound has a marked effect on how soon the victim can recover from shock, regain consciousness, or otherwise deal with the short-term incapacitation represented by a failed Knockout roll. This is handled through the use of the Incapacitation Time Table (8B).

First, choose the appropriate PO Total line. Round down if the character's PD Total is not shown; a PD Total of 49 uses the 0 PD line. Then roll a 0-9 number, and cross-index. This gives the time required to return to normal (or at least semi-normal) functioning. See Section 2.10 for combat capabilities following recovery.

Disabling Injuries

Disabling injuries are indicated on the tables with one or two asterisks (*). They are hits that have significantly damaged or broken the limb in question. These hits prevent the combatant from using the injured limb until it is fully healed. As noted on Table 3A, a single asterisk is a normal disabling injury, while a double asterisk is required to disable someone under the influence of pain-deadening drugs.

2.8 Tactical Notes

The Phoenix Command Combat System is somewhat different from most games, and naturally, the tactics used in the game are also different. For this reason, a few very simple pieces of tactical advice are included below. Players may make of these what they will; based on playtesting, these points are sensible advice. They are not, however, rules of any sort, and talent, unusual situations, or luck may render any of them invalid in certain circumstances.

  1. Avoid Getting Shot: The most important advice sounds obvious, but it is very wise; try not to get shot. The longer you aim, the better your chance of hitting, but the longer you are exposed to enemy fire. Because of this, taking a Snap Shot and Ducking is often advisable.

  2. Utilize Cover: Make use of cover and try to get the drop on your opponent. Cover the corner or doorway you expect him to come around, and when he appears, take a shot and duck. It is likely that during the Impulse he comes around the corner, he will not have any more Combat Actions. Take your free shot and do not give him time for a good return shot.

  3. Move Strategically: Movement in a small arms battle is usually made up of quick darts from cover to cover. Unlike in the movies, combatants who stay out in the open take terrible, and often fatal, risks. Stay low, and do not step into open areas that your opponent can see.

  4. Employ Teamwork: Teamwork is a key factor. Do not attack a prepared enemy from the front if it can be avoided. Frontal assaults are bloody and unpleasant, and your characters deserve better treatment than that. Let part of the team work around the flank and surprise the enemy. This will make your life far easier and much longer.

2.8 Tactical Notes

The Phoenix Command Combat System is somewhat different from most games, and naturally, the tactics used in the game are also different. For this reason, a few very simple pieces of tactical advice are included below. Players may make of these what they will; based on playtesting, these points are sensible advice. They are not, however, rules of any sort, and talent, unusual situations, or luck may render any of them invalid in certain circumstances.

  1. Avoid Getting Shot: The most important advice sounds obvious, but it is very wise; try not to get shot. The longer you aim, the better your chance of hitting, but the longer you are exposed to enemy fire. Because of this, taking a Snap Shot and Ducking is often advisable.

  2. Utilize Cover: Make use of cover and try to get the drop on your opponent. Cover the corner or doorway you expect him to come around, and when he appears, take a shot and duck. It is likely that during the Impulse he comes around the corner, he will not have any more Combat Actions. Take your free shot and do not give him time for a good return shot.

  3. Move Strategically: Movement in a small arms battle is usually made up of quick darts from cover to cover. Unlike in the movies, combatants who stay out in the open take terrible, and often fatal, risks. Stay low, and do not step into open areas that your opponent can see.

  4. Employ Teamwork: Teamwork is a key factor. Do not attack a prepared enemy from the front if it can be avoided. Frontal assaults are bloody and unpleasant, and your characters deserve better treatment than that. Let part of the team work around the flank and surprise the enemy. This will make your life far easier and much longer.

2.9 Medical Aid and Recovery

  • DT = Damage Total. This is the total of all Physical Damage (PD), modified to account for the character's Health.
  • HT = Healing Time. This is the number of days required for a character to fully recover from his wounds.
  • CTP = Critical Time Period. When a character is injured, he has this much time to seek Medical Aid before the player rolls to see if he survives.
  • RR = Recovery Roll. This is the percentage chance that the character has of surviving his wounds. If no Recovery Roll is given, then the character will automatically die at the end of the Critical Time Period unless better Medical Aid is found.

The Basis for Recovery

During combat, the player keeps a running total of the Physical Damage (PD) points taken. This PD Total, modified to account for the character's Health, determines the Damage Total. This measures the severity of his injuries; the greater the Damage Total, the more severe the injuries and the smaller the chance of surviving. The Damage Total is calculated as:

Damage Total (DT) = PD Total X 10 / Health Characteristic

Example: Trent has received two wounds, of PD 14 and 4, for a total of 18. His Health is 12, so the Damage Total (DT) is calculated as 18 X 10 / 12 = 15. In this way, Trent's above-average Health has reduced the effect that the damage will have on him.

If there is no entry for the character's OT, then the next lower entry should be used. A DT of 34 would use the DT 30 line, for example.

How much time a character has to seek and receive Medical Aid is determined by the Critical Time Period (CTP). At the end of the CTP, he must make his Recovery Roll; if he makes this roll, he will survive. If he fails, he dies. The length of the CTP is given opposite the Damage Total on Table 8A and depends on the type of Medical Aid available.

Consider Trent, with a DT = 15. His CTP is found on Table 8A under the column "No Aid" and is 72 hours. If he does not receive Medical Aid in 72 hours, his Recovery Roll (RR) would also be taken from the "No Aid" column, and would be 85. Trent must then roll a 00-99 number; if it is less than or equal to 85, he will survive. If he survives, then the time in days for his wounds to heal is given by the Healing Time (HT), found on Table 8A opposite the DT. In Trent's case, it is 30 days.

Medical Aid

Naturally, Medical Aid greatly improves the chance of survival. This improvement depends on the type of aid available, and each type is listed in a separate column on Table 8A. Medical Aid has been divided into four general types: First Aid, Aid Station, Field Hospital, and Trauma Center. Each type has its own Critical Time Period and Recovery Roll opposite the Damage Total.

There are six Recovery Roll entries under the Trauma Center category. Each of these represents a hospital of increasing sophistication, defined by its Technology Level. The Technology Level of a facility is given next to the time period represented in Table 8A.

Any character who remains in a Trauma Center throughout the first third of his Healing Time may reduce his total Healing Time by 20%. For example, if the HT were 60 days, then a character remaining in a Trauma Center for the first 1/3 of that time, or 20 days, would subtract 20% from his HT. This subtraction would equal 60 days X 20% = 12 days and would give him a total HT of 60 - 12 = 48 days.

In Phoenix Command, the treatment an injured character receives is very similar to the method used in modern warfare. Usually, First Aid is applied as soon as possible after a character is wounded. This immediately lengthens the CTP to the number shown in the First Aid column. (This represents simply stopping the external bleeding of the wound.) At that point, the character is moved to a better facility, depending on what is available. The goal is, of course, to get the character to the best hospital possible and to use the intermediate steps as ways of stabilizing his condition.

Note that when the CTP is increased, the time available is still assumed to have begun when the injury took place.

Example: A character has a Damage Total (DT) = 3500. This uses the 3000 (or 3K) line on the Medical Aid and Recovery Table (8A). Checking a DT of 3000 under the column labeled No Aid, we see his CTP is 81 phases, with no Recovery Roll given. This means that without medical attention, he cannot survive, and he has only 81 phases in which to receive that attention. Luckily, a medic arrives before the end of his CTP and treats him. Referring to the column labeled First Aid at a DT of 3000, we see the medic has increased his CTP to 2 hours. Unfortunately, he still has no RR. The First Aid, however, has at least stabilized his condition temporarily, and he is rushed to a Technology Level 13 Trauma Center before the end of 2 hours. His new CTP is now 18 days, and his RR = 30. So, 18 days after the injury, he rolls his 00-99 Recovery Roll. If less than or equal to 30 is rolled, he survives; if greater than 30 is rolled, he dies.

If he survives, then the Healing Time (HT) for his wound is 88 days. It takes this long for his injuries to completely heal. If he remained in the Trauma Center for 1/3 of this time, or 29 days, he would be able to subtract 20% (18 days) from the total HT and would be healed after only 70 days.

2.10 Wounded Capabilities and Healing

Recent Wounds - Character Makes Knockout Roll:

Recent wounds are ones which have been suffered during the current combat. (Once one hour has passed since the injury, they are considered Old Healing Injuries.) As long as the character makes his Knockout Roll, he is affected only by Disabling Injuries (Section 2.7) and can continue combat subject only to those limitations. These fresh injuries, if not disabling, are ignored due to the effects of adrenaline and other adjustments made by the body during crisis. Disabling injuries remain in effect until completely healed.

Recent Wounds - Character Fails Knockout Roll:

A character who fails his Knockout Roll is incapacitated. With inexperienced combatants (people with low Knockout Values), this often represents a rapid descent into shock, or being immobilized out of fear and confusion. With more serious wounds, it represents incapacitation due to extreme pain, shock due to blood loss, or an actual loss of consciousness.

The time a character remains dazed or knocked out is found on the Incapacitation Time Table (8B) by cross-indexing a 0-9 roll and the PD Total. Round the PD down to the nearest entry. Note that more serious wounds generally result in a longer period of incapacitation. After the Incapacitation Time has passed, the character is once again capable of action and has a penalty of Healing Time/20 points subtracted from his Combat Actions, along with any problems due to disabling injuries.

Example: A character has failed his Knockout Roll and has a PD Total of 30. He uses the 0 PD line on Table 8B and rolls a 2: he regains consciousness after 1 Phase. The Healing Time for a 30 PD wound is 41 days; after regaining consciousness, he suffers a HT/20 or 41/20 = 2-point penalty to his Combat Actions.

Wounded Capabilities and Healing

Example 1:

Trent has a Damage Total (DT) = 15 and, therefore, a Healing Time of 30 days. So, from one hour after his injury to the end of the first day, he has a 30/20 = 1.5-point penalty to his Combat Actions. (This rounds to 2 points.) The next day, he has a Healing Time of 30 days minus 1, or 29, and a 29/20 = 1.45-point penalty, which rounds down to 1.

2.11 Explosives and Grenades

Explosives are a very potent force in combat. For area effect, for clearing buildings, and for similar activities, there is no type of weapon which is more valuable. This section presents a basic set of rules for using explosive weapons. All explosive damage data is contained in Table 3D; it need not be recorded on the Status Sheet. Detailed rules for the use of Explosive Weapons are contained in Section 3.6.

Explosive Weapon Accuracy

The Shot Accuracy of Explosive Weapons is found in the same manner as conventional weapons, with two exceptions. These are the Explosive Weapon Target Size Modifiers and the fact that the detonation site of all explosive rounds must be determined, even if the round missed.

Explosive Weapons are often aimed at a hex position, a building, or a large object, rather than a person. When this is the case, use the optional Explosive Weapon Target Size Modifiers shown on Table 2C. Simply add in the appropriate modifier when necessary. Note that the Target Size Modifier for a Hex is +12; this does not represent the modifier for a 2 yard diameter object. It represents the effective size of a hex when it is viewed from a standing position through the weapon's calibrated sights.

As mentioned above, a missed shot with an explosive weapon must be tracked. A bullet which misses its target can be ignored; an explosion cannot. If an explosive round misses, it is likely that it is either long or short of the target hex, but not too far to the right or left. Roll a 0-9 number; on a 0 through 4 the shot is short, and on a 5 through 9 it is long. To find how many hexes long or short it is, move down the appropriate Target Range column on the Odds of Hitting Table (2A) and find the entry with odds just greater than the number rolled. One half the difference between the SA which gives these odds and the SA required to hit, rounded up, is the number of 2 yard hexes by which the shot has missed. A shot may not miss by more than 1/3 the Range.

Example:

Trent is firing a Grenade Launcher. His SA is 13 and the Range is 40, giving him a 67 to hit. He rolls an 82, however, and misses. Scanning down the Range 40 column, he sees that 3 lines down, at SA 16, the Odds of Hitting are 86. The shot has therefore missed by 3/2 = 1.5 = 2 hexes. He rolls a 7 for Long/Short; the shot is long. The round explodes two hexes past the target hex, on a direct line from where Trent fired.

Explosive Concussion Damage

The damage done by an explosive weapon is caused by Concussion; the shock wave generated by the blast. Explosive rounds in general have an effective Blast Radius of 6 hexes. This means that every person within 6 hexes of the blast location must check the Explosive Concussion Damage Table (3D) to determine the damage taken.

Simply choose the round type, and cross-index the target's Range in hexes from the burst with target exposure. For example, a target in the open 2 hexes away from a Frag Grenade would take 50 PD. Targets completely behind Solid Cover take no damage from explosives. The "C", or Contact indicates the round actually hit the target.

3.0 Advanced Rules

The Advanced Rules use the same framework as the basic game; game scale, Movement, Field of View, and Action and Impulses are all unchanged. The major differences in the advanced game are in the Odds of Hitting and the Damage System. The Advanced Rules provide more detail and are more versatile than the basic game, yet add little complexity. Any or all of them may be added to the basic game, allowing players to tailor a system to their own needs.

3.1 Odds of Hitting

In the basic game, the character's Shot Accuracy is determined by adding his weapon's Aim Time Modifier to his Skill Accuracy level (SAL). This Shot Accuracy is then cross-indexed with the target range to determine the Odds of Hitting. Optional Modifiers can be added to the basic Shot Accuracy to account for target size, shooter firing stance, and movement. The Advanced System takes these concepts one step further. Each factor influencing accuracy is now treated as a separate Accuracy Level Modifier (ALM). These ALMs are added together for each shot to determine the shot's accuracy.

When a shot is fired, several factors modify the Odds of Hitting. These factors are: aim time, firing stance, and target range, visibility, motion, and size. Each of these effects has an Accuracy Level Modifier (ALM). The shot's accuracy is the sum of all applicable ALMs. This sum is called the Effective Accuracy level (EAL). The greater the EAL, the greater the Odds of Hitting. These ALMs are described as follows:

Aim Time ALM

The amount of time spent aiming has an important effect on accuracy. The greater the aim time, the more accurate the shot, as indicated by the weapon Aim Time Mods on your Status Sheet. A shot using 1 AC is the quickest and is a Snap Shot. A shot using the maximum number of AC shown on the Weapon Data Tables is the most accurate possible.

To correct weapon aim time accuracy for the shooter's skill, the shooter's Skill Accuracy level (SAL) should be added to the weapon's Aim Time Modifiers, and the sum recorded next to each Aim Time on the Status Sheet. These sums are called the Shot Accuracy and are used to determine the accuracy of each shot.

To gain the full accuracy of a weapon, the shooter must "Assume a Firing Stance". That is, he must bring the weapon to a firing position where the aiming sights can be used and recoil handled. This costs 2 Action Counts (Table 78), which do not count toward Aim Time. When moving or when stationary and not aiming, the shooter does not carry his weapon in a firing stance.

If the shooter does not want to use 2 AC establishing a firing stance, he may fire from the hip. Although faster, this is less accurate since the weapon's sights are not used. There is a -6 ALM for Hip Firing as shown on Table 48.

Target Range ALM

The Target Range ALMs are given on Table 4A.

Firing Stance / Situation ALM

The Firing Stance / Situation ALMs are found on Table 4B. These cover typical firing stances (standing, kneeling, prone) and various situations such as Hip Firing.

Visibility ALM

Visibility ALMs are given on Table 4C. These correct for smoke, darkness, optical scopes, and other effects on vision.

Movement ALM

Corrections for target and shooter motion are found on Table 40. The Moving Target ALM is found on Table 40 by cross-indexing the target speed (in hexes per Impulse) and target range (in 2-yard hexes). If the entry is in the shaded portion of the table, then there is no restriction on Aim Time. If the entry is in the unshaded portion of the table, the shot's Aim Time is restricted to a maximum of 2 Impulses.

For shooters moving under their power, the Moving Shooter ALM is found in the same manner as for a Moving Target. The Shooter's speed is cross-indexed with the target range on Table 4D to find the Moving Shooter ALM. A moving shooter has an Aim Time restriction of 1 Impulse. Note that the shooter's speed is the number of hexes moved the Impulse the shot was fired, and that a moving shooter must Hip Fire.

Target Size ALM

Target Size ALM for common targets are given on Table 4E. If the target cannot be found in the common listings, its Target Size ALM can be found opposite its diameter, in feet, on the Target Size ALM Table (4F).

Effective Accuracy Level (EAL)

The Effective Accuracy Level (EAL) is the sum of all applicable ALM's and determines the Odds of Hitting. The following is an example of how the EAL is determined using the preceding ALM.

Example: Trent is prone and takes a shot after 6 AC of aim. The target is stationary, 50 hexes away, and firing over blocking cover.

  • Aim Time ALM = 9 (6 AC, from Status Sheet)
  • Target Range ALM = 5 (50 hexes, Table 4A)
  • Firing Stance ALM = 6 (Prone, Table 4B)
  • Target Size ALM = 0 (Not specified)
  • EAL = 20

The Odds of Hitting are found on the Single Shot Odds Table (4G). Read down the table to the EAL, then across to the Odds of Hitting. In the preceding example, Trent has an EAL = 20; therefore, his Odds of Hitting are 67.

The player now rolls a 00-99 number using two ten-sided dice. If less than or equal to the Odds of Hitting is rolled, the shot hits. If greater than the Odds of Hitting is rolled, the shot misses.

Reflexive Duck: In the basic game, there are optional modifiers for the target or shooter Ducking. This type of Duck is a Reflexive Duck in response to enemy fire. A player may take a Reflexive Duck any time he is firing or looking around cover. This costs no AC and allows him to bring his body back behind cover. When a player takes a Reflexive Duck, there is an additional -5 ALM to any shots taken at him that Impulse, and any shot he takes is at an additional -10 ALM. Note that a Reflexive Duck interrupts any action the character was taking and brings him behind cover.

3.2 Hit Location and Damage

When a target is hit, the Hit Location and Damage are found on the Hit Location and Damage Table (6). There are two pages to this table. The first page is for weapons with a Damage Class (DC) of 1 to 4. The second is for weapons of DC 5 to 10.

The Hit Location sections of each page are identical and are found on the left-hand columns labeled "Firing Over Cover" and "In the Open". The first column, "Firing Over Cover", is used for a target firing over or around blocking cover. The second column, "In the Open", is used for a target in the open.

To determine the Hit Location, refer to the appropriate column (target Firing or Open) and roll a 00-99 number. Find the number rolled in the appropriate column and move along that line to the second column. This gives the Hit Location. For a target Looking over cover, use the Firing column and a 00-22 roll.

Examples:

  • A roll of 15 hits a target Firing Over Cover in the Forehead.
  • A 09 hits a target In the Open in the Shoulder.

Aiming at Specific Body Locations

A shooter may choose to aim specifically at the target's Head, Body, or Legs. If this is done, the Odds of Hitting are figured in the normal way using the appropriate Target Size ALM from Table 4E. If a hit occurs, roll a 00-32 for the exact location of a Head hit, 57-99 for a Leg, or use the Specific Hit Location Table (50) for Body hits. Damage is determined normally.

Resolving Damage

The Physical Damage (PO) inflicted is found to the right of the Hit Location and depends on the weapon's Damage Class (DC) and Effective Penetration (EPEN). The EPEN measures bullet impact after penetrating armor or cover. The EPEN is the weapon's PEN minus the target's Effective Armor PF for that hit location.

EPEN = Weapon PEN - Effective Armor PF

The Effective Armor PF (EPF) is the target's armor PF covering that hit location corrected for bullet glancing. To find the Effective Armor PF (EPF), cross-index the target's armor PF with a 0-9 roll on Table 60. Note that the greater the 0-9 roll, the greater the Effective Armor PF.

  • No Penetration (EPEN less than or equal to 0): If the EPEN is less than or equal to zero, the shot does not penetrate and does no damage.
  • Low Velocity Penetration (EPEN less than the Effective Armor PF): If the EPEN is greater than zero but less than the Effective Armor PF, the shot penetrates but is substantially retarded.
  • High Velocity Penetration (EPEN greater than the EPF): If the EPEN is greater than the EPF, the shot's penetration is essentially unretarded.

Physical Damage (PO) measures wound severity. The greater the PD, the greater the wound severity and chance of incapacitation.

Special Notes: These damage tables are the result of detailed computer-generated anatomical models. These models provide the most accurate simulation of bullet wounds available. More detailed and graphic representation of these tables is available in the Phoenix Command Small Arms Damage Table Supplement.

3.3 Disabling Injuries and Shock

Each time a combatant is wounded, he may fall unconscious or become dazed. If this occurs, he is down and out of combat; if it doesn't, he may continue fighting restricted only by Disabling Injuries. A Disabling Injury to the limbs or spine occurs whenever the damage enters a shaded portion of Table 6A. A Disabled limb cannot be used until the injury completely heals.

The Damage Tables represent the Physical Damage done by projectiles and their effect on survival and recovery. The immediate shock and trauma associated with broken bones has not been included as it does not affect long-term survival. To account for the short-term effects of shock and broken bones, the Shock PO values at Table 6C are added to the PO of Disabling Injuries for purposes of Knockout. The Shock PO is effective only on the Impulse it is inflicted. It is not included in the POTotal after the Knockout Roll is either made or failed.

Example: A target hit in the Arm Bone by a shot with EPEN = 3 and DC = 2 does 5 PO and is a Disabling Injury to the upper arm. This makes the Knockout PO of the wound 5 plus the Shock PO of 20 from Table 6C, or 5 + 20 = 25. For Knockout, the target's PO Total is increased by 25 points. For purposes of survival and recovery, only the basic PD of 5 is included in the PO Total.

3.4 Fully Automatic Weapon Fire

Fully automatic weapon fire is done in half-second (one Impulse) bursts and is often tracked across the targets. The original point of aim is often to one side of the target(s), and the Arc of fire tracked across as shown in Figure 2. The Arc of Fire determines overall effectiveness since it defines bullet distribution.

Burst Elevation

To find the Odds of Hitting, the Elevation of the burst must first be determined. This elevation is the height of the burst relative to the targets. If the shooter properly aims, the burst Elevation will correspond to the targets' rather than going over their heads or into the ground. The Burst Elevation Odds Table (4G) is used for this purpose.

Arc of Fire

If the burst is at the proper Elevation, the Arc of Fire must be determined. The shooter designates a burst initiation hex (or position on the table) and then designates over which hexes the burst is swept. The minimum width of the Arc of Fire depends on target range and the shooter's control of the weapon's recoil, as given by the weapon's Minimum Arc (MA). The Arc of Fire is limited only by the shooter's Field of Fire.

To determine if a target is hit, enter the Automatic Weapon Hit Chance Table (5A), cross-indexing the weapon's Rate of Fire and width of the Arc of Fire in 2-yard hexes. This number is the Hit Chance. If the Hit Chance is met, the target has been hit by one or more rounds. The shooter is capable of continuous bursts of automatic fire subject to ammunition limitations.

Example:

  • EAL Calculation: Aim Time ALM: 2, Range ALM: 22, Hip Fire ALM: -6, Shooter Motion ALM: -8, Target Size ALM: 11. Total EAL: 21.
  • Burst Elevation: Using the Burst Elevation Odds Table (4G), the Elevation Odds of Hitting are 86.
  • Arc of Fire: With a Minimum Arc of 4 hexes, the shooter chooses to track the burst over 3 hexes to cover both opponents.
  • Hit Chance Calculation: Rate of Fire: 7, Arc of Fire: 3 hexes. The Hit Chance is 29.
  • Outcome: Trent rolls an 11 and hits the first opponent with one round. He misses the second opponent.
  • Second Burst: Trent fires a second burst. With the preceding burst's EAL of 21, minus the weapon's SAB value of 3, the second burst's EAL is 18. The Hit Chance for Rate of Fire = 7 and Arc of Fire = 0.4 is 22. Trent hits the opponent with two rounds.

This example illustrates the process of determining burst elevation, arc of fire, and hit chance for fully automatic weapon fire.

Shotguns

Unlike rifles or pistols, shotguns cover an area with pellets. The size of this area, or pattern, depends on the shotgun, the type of shot fired, and the target range. At point-blank range, the pattern is small, similar to a rifle. At longer ranges, the shot spreads, covering more feet.

Determining EAL for Buckshot

  • When firing buckshot, the Effective Accuracy Level (EAL) is determined similarly to any single-shot weapon. The larger of the Target Size ALM or the Shotgun ALM (SALM) is used for the target size modifier.
  • Enter the Single Shot Odds Table (4G) with this modified EAL to determine the Odds of Hitting with the shotgun's pattern.

Pellet Hits

  • If the pattern hits, the number of pellets hitting is determined by the Base Pellet Hit Chance (BPHC), found on the Weapon Data Tables below the SALM.
  • Roll a 00-99 number. If less than or equal to the BPHC is rolled, the target is hit by one pellet. If greater than the BPHC is rolled, the target is missed.
  • The Pattern Radius (PR) gives the size of the shotgun's pattern in 2-yard hexes. All targets within this radius of the intended target could be hit by pellets.

Example:

  • Scenario: Axly fires a SPAS 12 shotgun at an opponent partially behind Blocking Cover 15 hexes away.
  • EAL Calculation: AlM = 4 (Range), AlM = 5 (Firing Over Blocking Cover), AlM = 5 (Target Size). Total EAL = 14.
  • Odds of Hitting: Entering the Single Shot Odds Table with EAL 14 gives an Odds of Hitting of 27.
  • Pellet Hits: Axly rolls a 23 and hits with the shotgun's pattern. The BPHC is ·2, so Axly hits the opponent with two pellets. The hostage, also in the shotgun's pattern, is hit with two pellets as well.

Resolving Damage

  • When determining Hit Location and Damage for multiple pellet hits, each pellet hit can be figured separately, or all pellets can be run as hitting the same location. In the latter case, one Hit Location is rolled, and the resulting Physical Damage is multiplied by the number of pellets that hit.

Fully Automatic Shotguns

Special rules are needed to handle shotguns firing fully automatic bursts:

Determining Chance of Hitting

  • Use the larger of the Target Size Elevation ALM or the Shotgun ALM for the target size modifier.
  • Enter the Auto Elevation Odds Table (4O) with this modified EAL to determine the Odds of Hitting the target elevation with the shotgun's patterns.
  • If the patterns are at the right elevation, enter the Automatic Weapon Hit Chance Table (5A) and cross-index the weapon's Rate of Fire (ROF) and Arc of Fire. This gives the number of patterns hitting or the chance of one pattern covering the target.
  • Determine pattern hits as you would for automatic fire against all targets in the Arc of Fire. Use the BPHC for each pattern hit to determine the number of pellet hits.

Grouping Multiple Pellet Hits

  • To handle multiple pellet hits more accurately, use the following rules to group the resulting Hit Locations:
    • Determine the Hit Location of the first pellet by rolling a 00-99 using standard rules.
    • Group all additional hits from the same blast around this location.
    • Consult the Shotgun Multiple Hit Table with the SALM to find the Hit Location Spacing (HLS).
    • All pellet hits should be selected within plus or minus HLS percent around the first Hit Location.
    • These additional Hit Locations may be determined randomly from within this spacing or distributed evenly.

Shotgun Multiple Hit Table

SALM HLS
< -12 1
-10 2
-6 3
-4 4
-2 6
0 8
2 11
4 14
6 19
8 25
10 34
12 45
14 80
16 79
18 100

Example:

  • In the preceding example, Axly hit the hostage with two pellets, hitting the Shoulder Glance with the first pellet.
  • At range 15, the SPAS 12 has an SALM of 7 and the HLS: 19 (using the SALM 6 entry).
  • This means the second pellet must hit between a Hit Location roll of 07 - 19 (or 00 to 26). The second hit would then result in a hit from the head to upper body.

3.6 Explosive Weapons and Grenades

Explosive Weapons and Grenades are found in the Weapon Data Tables and are divided into two categories; Explosive Weapons such as grenade and rocket launchers, and Hand Grenades. For Explosive Weapons, the values on the left side of the table are identical to those of the standard small arms. The PEN on the left side is the projectile's PEN and gives its penetration capability. It is primarily used to determine the projectile's penetration against armored targets. If the PEN is less than or equal to the Effective Armor PF (EPF), the projectile detonates on the armor's surface but does not penetrate. The explosion is treated as a blast outside the armor. If the PEN is greater than the Effective Armor PF, the explosive penetrates and all personnel within take damage from the explosion just inside the armor's wall. The Effective Armor PF is defined in Section 3.2. The values on the right side of the table are the weapon's explosion data. The PEN and DC give the penetration and damage of the explosion's shrapnel depending on target range from burst in 2 yard hexes. The Base Shrapnel Hit Chance (BSHC) is the chance of hitting each target in the burst area with shrapnel. The Base Concussion (BC) gives the concussion damage of the explosion. Use of these values will be discussed later in this section.

Hand Grenade and Explosives Data

Hand Grenade and Explosives data are found in the Grenades & Explosives section of the Weapon Data Tables. The Arm Time (AT) is the Time, in AC, to arm the grenade; the Fuse Length (FL) entry, its fuse length in 2-second phases; and the Range (A), the distance it can be thrown in 2 yard hexes from a kneeling stance. The PEN, DC, aSHC, and BC are the same as described in the preceding paragraph. An 61" for a Fuse Length entry indicates the grenade is Impact detonated.

Note that some of the following material has been repeated from Chapter 2 for convenience.

Explosive Weapon Accuracy

The EAL of an Explosive Weapon is found in the same manner as conventional weapons, with two exceptions. These are the Explosive Weapon Target Size Modifiers and the fact that the detonation site of all explosive rounds must be determined, even if the round missed. Rules governing these situations are as follows.

Explosive Weapons are often aimed at a hex position, building, or large object, rather than a person. The Target Size ALM of a doorway, window, or building is found on Table 4F, opposite target diameter in feet. Note that the Target Size ALM of +t 2 for a hex is not for a 6-foot diameter object. It is an effective target size as viewed from a level firing position using the weapon's calibrated sights. If the shooter is firing from a highly elevated position, the hex ALM can be taken from Table 4F for a 6-foot diameter target and is +15.

An Explosive Weapon's EAL is found in the same manner as conventional weapons, using the preceding Target Size ALM. This EAL is used on the Single Shot Odds Table (4G) to find the Odds of Hitting. If the hit roll is greater than the Odds of Hitting, the shot misses. For a miss, refer to Table 4G and find the EAL entry with odds just greater than the number rolled. The difference between this EAL and the EAL required to hit determines the number of 2 yard hexes by which the shot misses. Enter the Shot Scatter Table (5C) with this number and read off the number of hexes by which the shot misses. As mentioned above, a missed shot with an explosive weapon must be tracked. If the explosive round misses it is likely that it is either Long or Short of the target hex, but not too far to the right or left. Roll a ten-sided die; on a 0 through 4 the shot is Short, on a 5 through 9 it is Long. For misses of greater than 1 hex, the impact hex is either Long or Short and in a direct line from shooter to target. For misses of 1 hex, the impact hex is selected randomly from those one hex from the target hex on a 1 to 6 roll.

Example:

Donovan is firing a grenade launcher. His EAL is 14 giving him a 27 to hit. He rolls an 82, however, and misses. Scanning up the Odds of Hitting Table he sees that 9 lines up, at EAL 23, the Odds of Hitting are 86. The difference between this EAL and that required to hit is therefore 9. Entering the Shot Scatter Table (5C), he sees that his shot missed by 2 hexes. He rolls a 7 for Long/Short; the shot is long. The round explodes 2 hexes past the target hex, on a direct line from where Donovan fired.

Hand Grenade Accuracy

The accuracy of thrown grenades is found in a similar manner to Explosive Weapons. For thrown grenades, the EAL is the sum of the target Range ALM, the thrower's Skill Accuracy Level (SAL), Aim Time Modifiers (Table 4H), Target Size ALM, and applicable Visibility and Motion ALMs. As with Explosive Weapons, the Target Size ALM for a hex is +12.

Thrown Grenade

Aim Time In AC Aim Time ALM
1 -26
2 -18
3 -14
4 -12
6 -11
8 -10

Explosive Damage

Explosions have two damaging effects: shrapnel and concussion. The Base Shrapnel Hit Chance (BSHe) measures shrapnel generation while the Base Concussion (BC) indicates concussion damage. These values are found on the right side of the Weapon Data Tables depending on target range from burst.

The Base Shrapnel Hit Chance (BSHe) is a 00-99 number and is the chance of hitting with shrapnel. Roll a 00-99 number for each target in the burst area. If less than or equal to the BSHe is rolled, the target is hit by one piece of shrapnel. A "C" on the table is for a target in Contact with the explosive. An asterisk preceding the BSHe gives the number of shrapnel pieces hitting. Note that the BSHe gives the chance of hitting a Target Size ALM = 0 target. Correction of the BSHC for smaller or larger target size is the subject of Section 3.7. BSHC values less than 0 are used only with the target size adjustment rules of Section 3.7. Those not using Section 3.7 should consider a BSHC value of less than 0 to indicate no chance of hitting with shrapnel.

Shrapnel Hit Location and Damage are determined in the normal way using the PEN and DC from the right side of the Weapon Data Table. In determining multiple hits from shrapnel, the Hit Location and Damage for each piece can be figured separately, or, for simplicity, all pieces can be run as hitting the same location. In this case, one Hit Location is rolled, and the resulting Physical Damage is multiplied by the number of pieces hitting.

To find the Concussion Damage, enter the right side of the Weapon Data Table at the target range from burst and find the Base Concussion (BC). The BC is the Physical Damage (PD) points done to a target in the open. The Blast Modifier Table (5B) contains modifiers to this Base Concussion. The actual Concussion Damage is the BC times appropriate Blast Modifiers. The total Explosive Damage is the sum of the shrapnel and concussion damage.

Concussion Damage = BC × Blast Modifiers Explosive Damage = Shrapnel Damage + Concussion Damage

Example: Donovan is caught in an alley with an empty rifle as two opponents charge his position. He has time to arm a US model M26A2 grenade, and, listening to the enemy's approach, throws it around the corner, aiming at point X of Figure 4.

Donovan's EAL for this throw is calculated as follows:

  • Range: 3 hexes, Table 4A = 25 ALM
  • Skill Accuracy Level: 9, Throwing Not Looking, Table 4C = 9 ALM
  • Visibility: -14 ALM
  • Aim Time: -12 ALM, Aim Time 4 AC, Grenade Aim Time Table (4H)
  • Target Size: 12 ALM, Hex grid target size

So, the total EAL is 25 + 9 - 14 - 12 + 12 = 20.

Donovan's Odds of Hitting the intended target hex are 67. Donovan rolls a 71 and misses. The EAL with odds just greater than the number rolled is EAL' = 21 (Odds 74). So Donovan missed his target hex by 21 - 20 = 1 EAL. This means a miss by 1 hex referring to the Shot Scatter Table (5C). The hex is determined randomly from those one hex from the intended target. Using a 1 to 6 roll, it lands in hex number 6 (see Figure 4). The grenade had an Impact fuse so explodes on impact.

Opponent 1 is caught one hex from the blast and is hit by one piece of shrapnel since the BSHC is *1. The Base Concussion (BC) is 176, so, in addition to the shrapnel hit, he receives BC × Blast Modifier = 176 × 1 = 176 PD in concussion damage.

Opponent 2 is two hexes from the blast and the BSHC is 25. Donovan rolls a 64 and misses the opponent with shrapnel. The BC is 52, so the opponent receives 52 × 1 = 52 PD in concussion damage.

Donovan was five hexes from the blast and behind solid cover around the corner. He is immune to shrapnel damage, and the concussion damage he receives is the BC × 12 (range 5) times the Blast Modifier = 12 × 0.01 (behind solid cover) = 0 PD.

3.7 Hit Chance and Target Size

In the basic game, the Automatic Weapon Hit Chance, shotgun Base Pellet Hit Chance (BPHC), and Base Shrapnel Hit Chance (BSHe) are based on a Target Size ALM = 0. This is why these values are called Base values. If the player wants to more accurately handle the effects of Target Size on these Hit Chances, he can use the following rules.

To account for target size, enter the appropriate Hit Chance Table (SA) with the appropriate Arc of Fire, shotgun BPHC, or BSHe. Now, move up or down the table from this position to find the Hit Chance corrected for Target Size. If the Target Size ALM = +8, move up the table 8 lines and read off the Hit Chance. If the Target Size ALM = -4, move down the table 4 lines to find the Hit Chance. When finding the Automatic Weapon Hit Chance or Shotgun Pellet Hit Chance, the Automatic Width target size modifier (Auto WTH) is used for the Target Size ALM. This Auto WTH is found on Table 4E for common targets or on Table 4F opposite the target's width in feet. Note that the second column of the Automatic Weapon Hit Chance Table (SA) called "Index" is simply a list of the line numbers on Table SA. This Index makes moving up or down lines on the table easier.

For a Shotgun, the number of pellets hitting cannot be greater than the Pellet Number given next to the BPHC on the Weapon Data Table. Likewise, for fully automatic fire, the number of hits per burst is limited to the weapon's Rate of Fire.

Examples:

  • The Automatic Weapon Hit Chance for an Arc of Fire = 3, Rate of Fire = 7, and Auto WTH target size = 3 is 44.
  • The Pellet Hit Chance for a BPHC = 37, and Auto WTH target size = -3 is 15.
  • The Shrapnel Hit Chance for a BSHe = 21, and Target Size ALM = 8 is *2.

3.8 Blocking and Nonblocking Cover

Cover is a general term used to describe objects and materials behind which a target hides from view. Because bullets penetrate many barriers, cover has been divided into two categories, Blocking and Nonblocking.

A target is behind "Blocking Cover" when the cover will stop penetration of the enemy's weapon. The target is behind "Nonblocking Cover" when the cover will not stop penetration.

The weapon's PEN measures its penetrating power. The cover's Protection Factor (PF) measures its protection and is given on the Cover Protection Factor Table (7C). If the weapon's PEN is greater than the cover's PF, the weapon penetrates and the cover is Nonblocking. If the PEN is less than or equal to the PF, the cover is blocking.

If the target is behind Nonblocking cover, as in the case of a man firing over a cardboard box, the entire target area, both visible and hidden, is used for the Target Size ALM in Section 3.1. In this case, the Target Size ALM would be for a man standing exposed (ALM = +7) rather than a man firing over blocking cover (ALM = 0).

Hit Location and Damage

Note that the Hit Location column on the left side of Table 6 does not contain numbers for all hit locations. This divides the table into two parts, giving target areas exposed when Firing Over Cover or In The Open.

When a hit is scored on an opponent behind Nonblocking Cover, the second column (Open) is always used. If he is Firing Over Cover and the 00-99 hit location roll is in the top part of the table, he is hit in an exposed location. Otherwise, the bullet must penetrate the cover before striking. In this way, one roll tells you where you hit and whether or not that location is protected by cover. This distinction may be significant in determining damage. The EPEN, used in Section 3.2 to resolve damage, is the weapon's PEN minus cover PF minus the target's Effective Armor PF (EPF).

EPEN = weapon PEN - cover PF - EPF

Example:

A target is Firing over Nonblocking Cover. Since the cover is Nonblocking, the 2nd column, labeled In The Open, is used. A 93 is rolled, indicating a Hit Location of Shin. This Hit Location is in the bottom part of the table, so it is behind the Nonblocking Cover. The bullet penetrates the cover and strikes the target. If a 02 were rolled for the hit location, the bullet would strike the target in the Forehead. Since this Hit Location is in the top part of the table, it is an exposed area, and does not have to penetrate the cover.

4.1 Game Tips

Delegation of Work

There are several ways to make the gameplay more quick. The referee can delegate such things as Hit Locations and Damage to an experienced player, and each player can figure his own Odds of Hitting, Knockout, and Disabling Injuries. Gameplay is then a sequence of the referee calling a new phase, all players moving and determining Odds of Hitting, the player with the Damage Tables resolving PO for all shots hitting, and each player resolving Knockout and Disabling Injuries.

Ranging Stick

To speed up EAL determination, take a long straightedge, such as a yardstick, and mark it in hex increments. If a one-inch per hex scale is used, make a mark each inch down the length of the stick. Now, refer to the Target Range ALM Table (4A), and indicate the corresponding Range ALM next to these marks. The first mark would be +33, the second mark +28, and so on. When a shot is fired, instead of counting hexes to find the Range ALM, place the Ranging Stick at the shooter's position and extend it over the target to read off the Range ALM.

Markers

To help regulate the character's position on the game surface, indicate exposed figures by placing a marker such as a penny next to a figure who is, for example, looking out a window. This saves time asking which figures are, or are not visible. Figures around a corner or behind a waist-high wall, with no marker, are assumed unexposed. Figures with a marker are assumed to be looking or firing around the corner or over the wall.

4.2 Sample Scenarios

Scenario 1: The Bridge at Oppenheim

It is the fifth day of the Russian invasion of Germany, and they have reached the Rhine. The Russians have sustained heavy losses and are no longer an indomitable war machine, but the German and NATO armies have suffered also. The remnants of your NATO squad are sent to Oppenheim, just south of the smoking ruins of Mainz and Wiesbadden. There, you are to join a fresh battalion and hold or destroy the bridge. Upon arrival, you find yourselves alone. When you report this, new orders are given: Hold the bridge until reinforcements arrive.

Three hours later your squad is well dug-in in a "buzz-saw", so that everyone can be counted as looking over cover (Target Size ALM: -4, Auto ELE= -3) while still being able to fire from a braced kneeling stance (ALM = +5). You have at your disposal one M249 Minimi with a 200 round belt. Each man has an M16A1 and two extra magazines.

This beginning scenario is designed for 5 to 8 players, each of whom will run one man, while the referee runs the enemy. It is pretty much a "turkey shoot", aimed at teaching the basics of Odds of Hitting and Damage.

To set up this scenario, study the map and copy it onto a suitable playing surface (hex map or table with 1 hex = 1 inch). The scale for this scenario is the standard 2 yards per hex. Place each man on the field so that his Field of Fire (Section 2.3) covers the bridge. The idea behind the "buzz-saw" pattern is to overlap Fields of Fire from different directions, so that an enemy cannot find cover from all incoming fire. The trees and rocks marked on the map are blocking cover, but can only really cover a man from one direction of attack. So, for maximum effect, the squad's men should be spread out on both sides of the road. On a map, the "Ms" and dashed lines indicate a possible set-up for 6 men and their Fields of Fire.

As mentioned above, the squad is well dug-in. The men are in foxholes with sandbags on the rim so that they can fire, while only exposing the top of their heads and eyes. This gives each man a very small target area, making him hard to hit. Since sandbags to either side of his Field of Fire block his periphery, only opponents who are in his Field of Fire can fire at him. The disadvantages of this set-up are 1) Field of Fire cannot be changed without losing the preceding advantages (if changed he becomes a man firing over cover, Target Size ALM = 0, Auto ELE = +2), 2) if a man is hit it will be in the head (use the firing column with a 00-22 roll), and 3) his Field of View is limited to his Field of Fire. Note that you will not find this "dug-in buzz-saw" in the rules: it is an example of how you can expand the realism of play by common sense extensions of the rules.

The following table gives character and weapon data for both sides. All the Shot Accuracy values have been determined. To keep things simple, everyone except the NATO squad leader has the same Skill Level and Combat Actions. The players decide who will run the squad leader and who will run the Minimi.

The scenario begins as the Russians advance onto the bridge. There is a total of 48 Russians: 8 in two jeeps and 4 squads of ten on foot. Their only arms are the AKM47s (with two extra magazines each, AP ammunition). Their initial advance consists of one squad on point (one point man, 4 flankers, 5 bringing up the rear) and one of the jeeps with four men following. This group is moving at 1 hex per phase as it comes on board. The rest of the Russians remain at the north end of the bridge, 20 hexes off board. To keep things simple, no firing on or off board is allowed (the referee could extend the map, however, drawing the bridge and far bank).

The NATO squad has had time to conceal their foxholes, so they will not be spotted until they fire.

The goal of the NATO squad is to incapacitate all 14 of the lead Russians on the first phase of fire. This would so demoralize the rest of the enemy that they would fall back and regroup. If this condition is not reached, the rest of the enemy will attack to support their comrades' retreat (the jeep can move 16 hexes per phase). This engagement will last 60 phases, after which the Russians fall back and regroup. Diehards can continue play at their own risk.

Scenario 2: Police Raid

After a month of undercover investigation, the manufacturing center for a major drug ring has been located. Police have isolated the area, and a SWAT team of ten men has been brought in. Police surveillance estimates the building occupants as three guards, two technicians, and one leader.

Location and Entry Points

The manufacturing center is located in a building with all its windows boarded up. There are, therefore, no details of internal activity, but drawings and floor plans of the building have been pulled from city files and are available (see page 38). Possible entry points for the SWAT team are the doors and windows.

SWAT Team Equipment and Stats

The SWAT team can be armed with UZI sub-machine guns, M16 rifles, or M870 shotguns and are equipped with Medium Rigid Body Armor. Their stats are given in the following table along with those of the suspects. The suspects are in normal clothing and are armed with M16 rifles and M92F pistols.

Police Entry

The player running the police should choose their entry path or paths and divide the team up as they wish. They will not know where the opponents are within the building. To force a door or window, one policeman must use a sledge or equivalent device to force entry. The chances of forcing entry are 80% for a doorway and 90% for a window. Forcing a door or window takes 1 phase, and no movement or fire takes place in the first phase. Any door or window resisting entry can be hit again. Each try consumes 6 Action Counts. Once entry is established, police are free to enter and arrest the suspects. The police using the sledge must pick up their weapons, and time must be accounted for climbing through windows (see Table 7B).

Suspects Placement

At the end of phase 1, the suspects are placed in the building by a 0-9 roll. Roll a 0-9 for each suspect and place him on the appropriate numbered hex. The suspects will be surprised by the raid and will not have their rifles ready. For each of them, roll a 0-9 number and refer to the following table to determine how many hexes away his rifle is. Place the rifle on the map randomly at the appropriate distance, using markers. All the suspects have a pistol on them, which they may choose to use rather than their rifles. An asterisk in the Technician column indicates they are armed with a pistol and will use it. A dash (-) indicates they will flee and surrender if cornered or ordered to freeze.

Police Custody

Police entering the building will be confronted by a number of people; some armed, some fleeing, etc. Assume it takes 1 AC to determine if a person has a drawn weapon. If armed, it is suggested to assume they will use it. For a police officer to tell a suspect to "Freeze" costs 2 AC. Once he has frozen, it costs 3 AC to tell him to drop his weapon and for him to comply. At this point, the suspect can be searched and handcuffed, but that will take essentially forever. To move a prisoner at gunpoint takes 4 AC per hex, but allows an officer to remove a prisoner from the building.

Stray Fire

For those who want to deal with another problem of reality, we suggest using the Blocking and Non-Blocking Cover rules of Section 3.8 and the following Stray Fire rules to track all fire within the building. For each shot taken, track a line from the hex the shot was fired, through the target hex, through interior walls and doors, and to an exterior wall of the building. Use the Non-Blocking Cover rules for fire crossing walls and doors with the following Blind Fire rules to determine if people in hexes crossed by the line of fire are hit by stray shots. For each bullet crossing a hex containing a person, roll a 00-99 number. On a 00-16, the person has been hit. Roll for each person in a hex crossed by fire and for each bullet in a burst of fire. This represents the dangers involved with high power weaponry used in close confines. Players may also use these rules to spray fire through walls and doors at unseen opponents.

5.1 Expanding the Field of View

In the basic game, a character's Field of View is his front 180 degrees. He may respond to any threat in this front 180 degrees but he cannot see or react to a threat coming from behind. There are times, however, especially in close combat, when a character will not know in which direction the threat will come. In these cases, he can increase his Field of View by glancing to the side or rear. These glances take time. Increasing his Field of View to 240 degrees decreases his Combat Actions by 1, increasing it to 300 degrees decreases his Combat Actions by 2, and increasing it to a full 360 degrees decreases his CA by 3. Note that a character may not increase his Field of View when in a Firing Stance or if using the Pinning Fire rules of Section 5.9.

Example:

Donovan, whose CA is 5, is in a building and has lost contact with his comrades. He hears gunfire and motion in adjoining rooms and hallways. Confused, he decides to stay put and remain on the defensive. He is standing at the 'T' of a corridor and, fearing attack from any direction, increases his Field of View to 300 degrees (2 point penalty) as shown in Figure 7. This leaves him an effective CA of 3 and means he receives an action on the 1st, 3rd, and 4th Impulse of each phase. Seconds later, an opponent runs around the corner behind Donovan. Donovan spots the opponent in his increased Field of View, changes Facing 120 degrees (1 AC) on the first Impulse of the phase, and fires a Snap Shot (1 AC) on the third Impulse of the phase.

5.2 Spotting

In the basic game, it is assumed that anyone within the character's line of sight is immediately seen. To add more realism, the following Spotting Rules may be used to determine the time required to spot a target.

These basic Spotting Rules give the Spotting Time, in Impulses, required to spot a target. They are intended for close combat and depend on whether the target is Moving, stationary but Using Combat Actions, or stationary and Frozen. A Moving target is someone or something which is physically in motion on the play field. A stationary target using CA is someone who is not Moving, but is using CA for aiming, reloading, or any other physical action. A stationary target who is Frozen is someone who is not using any CA for any action other than those which do not require physical motion, such as spotting and communication. Movement of the eyes or lips is not considered "physical motion" in this sense.

To use these rules, simply enter the following Spotting Time Table for the appropriate terrain type. Tables are given for No Cover, a flat surface such as a parking lot; within a Town; Hilly terrain with cover, and Jungle or Heavy Brush. Simply enter the appropriate table cross-indexing the target range in hexes with the target's Motion and Target Size ALM. (Round Target Size ALM down) This gives the Spotting Time.

Target Size 8, 4, or 0

Cover Range Moving 8 Moving 4 Moving 0 Using CA 8 Using CA 4 Using CA 0 Frozen 8 Frozen 4 Frozen 0
No Cover <10 0 0 0 0 0 0 0 0 0
<20 0 0 0 0 0 1 2 5 8
<40 0 2 2 2 2 3 12 24 33
Town <10 0 0 0 0 0 1 2 5 8
<20 0 0 1 0 0 1 5 12 17
<40 2 2 3 2 5 8 24 45 54
Hill <10 0 0 1 0 2 2 5 12 17
<20 0 2 2 2 2 5 12 24 33
<40 2 5 8 5 12 17 45 68 137
Jungle <10 1 2 3 2 3 5 17 33 45
<20 2 3 5 3 8 12 33 54 68
<40 8 17 24 17 33 45 137 275 275

Example:

Donovan is advancing down an alley. There is a sniper Frozen in a window 30 hexes away. Donovan's Spotting Time is found on the Town terrain table at range 40, for a Frozen target of Target Size ALM = 0 (in firing stance) and is 54 Impulses.

The sniper has been watching the alley and spots Donovan in 2 Impulses. After that time he starts to bring his rifle to bear. He is now stationary using CA, so Donovan's Spotting Time is now 8 Impulses. This is not a good situation to be in, but gives an indication of why Town fights are unpopular.

Pinned Spotting

The preceding rules give the Spotting Time to pick up a new target. Once the character has spotted a target it is much easier to spot him a second time. For basic play, a three hex convention is used for second spotting. In other words, once a target is spotted, the character can respot any target within one hex of the same location with a Spotting Time of 0. This is Pinned Spotting; the position is pinned and the spotter knows where to look. This is one of the main reasons it is advisable to keep moving in combat. Once the enemy has a position pinned, they can effectively bring fire to bear without a Spotting time penalty.

Character Ability and Spotting Time

The preceding rules give the Spotting Times for an average soldier whose CA = 4. The Spotting Time can be considered in Action Counts with the character's Spotting Time based on his Combat Actions. This more closely corrects the Spotting Time for skill and experience. For the purist, the Spotting Time should be read in Action Counts, and the character's CA for spotting should be taken off Table 10 for a Maximum Speed (MS) of 4 versus his Intelligence Skill Factor (ISF). This separates the character's strength and encumbrance from the spotting time and depends only on his intelligence, or quickness of thought, and skill. For those using our role-playing games, the SAL used in determining the ISF should be based on his Traps and Spotting Skill Level.

5.3 Sound Detection

In many situations, a character must rely on his hearing to warn him of approaching danger. The following Sound Detection rules give the chance of hearing various noises based on the situation and conditions.

To determine the chance of detecting a sound, enter the following Sound Magnitude Table to find the Sound Magnitude (SM) of the noise the character is trying to detect. The greater the SM, the louder the noise. This SM is adjusted for conditions such as range, wind, background noise, and the listener's attention. To make these adjustments, simply enter the following tables, as appropriate, and add the sound modifiers to the SM. These sound modifiers include:

Range Correction:

Correction for noise level as a function of distance from the source.

Intervening Factors or Conditions:

These modifiers adjust the SM for air conditions, intervening cover such as doors or brush, and general terrain conditions.

Background Noise:

These modifiers adjust the SM for the background noise level at the listener's position. If the Background Noise level is much louder than the sound, he will not be able to detect it. Note that the Background Noise level is the average continuous noise present when the listener is trying to hear the sound. Loud bursts of background noise such as cheers from a crowd will only be effective during the time they are present.

Listener Attention:

These modifiers adjust the SM for the listener's condition of alert and readiness.

Once the Effective Sound Magnitude (ESM) is determined by adding all appropriate modifiers to the basic SM, enter the Sound Detection Table with this ESM to find the chance of detecting the sound. The listener rolls a 00-99 number. If less than or equal to the detection chance is rolled, the noise is heard. For single noises such as a gunshot, the listener gets only one roll for detection. In the case of continuous noise, the listener receives one roll each phase.

Sound Magnitude

Weapon Fire Magnitude Weapon Fire Magnitude Conversation Magnitude
Pistol or SMG 102 Grenade Launchers 103 Whisper 20
Small Caliber 102 Rocket Launchers 140 Single Voice 45
9mm 105 Lase Rifle 70 Small Group Conversation 55
Magnums 107 Gauss Rifle 95 Loud Conversation 65
Silenced Pistol / SMG 60 Silvergun / Flechette 110 Shout 85
Rifles, MG, or Shotguns 110 Rocket Rifle 120

Alarms

Alarms Magnitude
Telephone or Door Bell 83
Dog Bark 90
Whistle 90
Megaphone / Alarm 100
Air Raid Siren 125

Combat Actions

Combat Action Using Normal AC Using x10 AC
Automatic Pistol or SMG 59 26
Automatic Rifle or MG 60 27
Shotgun 62 29
Bolt Action Rifle 58 25
Cock Revolver 57 24
Insert Magazine 45 22
Open Velcro Pocket 56 22
Open Door Latch 57 15
Wire Cutters 54 17
Bolt Cutters 55 25

Movement and Actions

Movement and Actions Magnitude
Grenade Landing 53
Person Moving 56
Creep 1/4 HPP 20
Creep 1/2 HPP 26
Walk 2-3 HPP 36
Trot 4 HPP 58
Run 5 HPP 56
Jump to Ground (6-10 foot) 58
Body Falling to Ground 70
Dropped Weapon 70

Terrain Modifiers

Terrain Type Modifier
Grass / Sand / Carpet 0
Moist Earth +3
Hard Ground (dirt) +6
Gravel +11
Brush +12
Leaves +13
Hard Surface +5
Soft Sole +6
Hard Sole +8
Metal Sole +14

Range Modifier

Range Mod Range Mod Range Mod
0 0 16 -30 260 -54
1 -6 23 -33 360 -57
2 -12 32 -36 510 -60
3 -16 45 -39 1000 -66
4 -18 64 -42 2000 -72
6 -22 90 -45 3000 -76
8 -24 130 -48 5000 -80
11 -27 180 -51 15000 -90

Intervening Factors and Conditions

Condition Modifier
Outdoors 0
Indoors +3
Direct Line of Sight 0
Isolated from Sound
- Through Brush -2
- Interior Wall / Door -4
- Light Exterior Wall / Door -10
- Medium Exterior Wall / Door -12
Isolated from Sound
- Heavy Wall / Door -18
- Solid Cover (bunker) -26
Wind
- None 0
- Low -1
- Moderate -4
- High -6
- Gale Force -9

Background Noise

Background Noise Modifier
Wind
- Low -10
- Moderate -20
- High -35
- Gale Force -60
Water
- Ocean Surf (Pacific) -20
- White Water Stream -40
- White Water Rapids -70
Conversation
- Whisper -20
- Normal Voice -35
- Small Group Conversation -55
- Loud Conversation -65
- Shouting -85
Movement (Walking On)
- Grass / Sand / Carpet -43
- Moist Earth -46
- Hard Ground (dirt) -51
- Gravel / Brush -54
- Leaves -43
- Hard Surface (soft sole) -43
- Hard Surface (hard sole) -51
Miscellaneous
- Urban House at Night -18
- City Street at Night -20
- Air Conditioning in Building -30
- Outdoor Crickets -35
- In House off Busy Street -40
- In a Jet Aircraft -50
- On a Busy Street -70

Listener Attention

Listener Attention Modifier
Sleeping -20
Critically Preoccupied -3
Preoccupied -1
Normal Alert 0
Expecting Alarm +2
Focused Attention +6
Fired Weapon Recently -6
Using Directional Sound Amp. +24
In Power Armor +20

Sound Detection Chance

ESM Chance ESM Chance ESM Chance
10+ 99 5 88 0 8
9 98 4 82 -1 2
8 97 3 72 -2 2
7 95 2 50 -3 0
6 92 1 20 -4 -

Example:

A group of guards are playing a lively game of poker inside a light frame house. It is cold outside, so the windows and doors are closed. Outside, a guard dog barks at an intruder 6 hexes away. The guards' chance of hearing the dog is based on an Effective Sound Magnitude (ESM) of 88 (dog bark) - 22 (range 6 hexes) + 0 (no wind) - 10 (isolated by light wall) - 55 (background small group talking) - 1 (listeners preoccupied) = 0. Each guard's chance of hearing the dog is 8 per cent per phase.

5.4 Defensive Skills

The basic game does not account for the character's defensive skills. A skilled opponent, who is aware of a threat, will be a harder target to hit than an unskilled one. The skilled opponent will present a smaller target area and know how best to use cover and movement to elude fire.

The following presents a Defensive ALM based on the target's Intelligence Skill Factor (ISF) of Section 1.3, Step 6. This Defensive ALM is added to the Effective Accuracy Level (EAL) of all shots fired at the character.

Defensive ALM

ISF Defensive ALM ISF Defensive ALM ISF Defensive ALM
3 +16 10 +5 20-22 -2
4 +13 11 +4 23-24 -3
5 +11 12 +3 25-27 -4
6 +10 13-14 +2 28-30 -5
7 +8 15-16 +1 31-34 -6
8 +7 17 0 35-38 -7
9 +6 18-19 -1 39-40 -8

5.5 Initiative

In a combat situation, Initiative and Morale have probably the most important role in determining a combatant's overall effectiveness. In the Basic Game, the combatants react as perfect automatons. Their Combat Actions determine the speed with which they can perform any act, but not a moment is lost pausing to think, and not an instant is wasted. In reality, only the perfect soldier would be capable of such action. The following presents a simple way in which game flow can more accurately represent real people in combat.

Each player must decide what Course of Action (COA) his character will follow. A Course of Action is a planned series of actions such as: 1) advance to window, 2) kneel, 3) establish a firing stance out the window. The number of actions a character may perform during a COA is limited to the Action Number (A#) defined below. The time, in Action Counts, required to think of this COA is given by the Initiative Time (IT). After IT Action Counts required to think, the character embarks on the COA.

The Initiative Time (IT) and Action Number (A#) are found on the following Initiative Time Table opposite the Intelligence Skill Factor (ISF) of Section 1.3, Step 6.

Initiative Time Table

ISF IT A#
3 32 2
4-5 28 2
6-7 24 3
8-10 20 3
11-14 16 3
15-20 12 4
21-28 8 5
29-39 4 6
40+ 0 7

Example:

Donovan has an Intelligence Skill Factor of 21. This means his Initiative Time (IT) = B and Action Number (A#) = 5.

Donovan has just entered a building and is hiding around the corner of a corridor. Somewhere down the corridor is a room from which an opponent is firing. He decides to peek around the corner and duck back. This decision takes BAC. So, SAC later he looks around the corner (1 AC), then ducks back (1 AC).

Donovan saw an empty corridor with two doors. The first door seems to be the one from which he hears gunfire. He decides to set down his rifle, arm a grenade, draw his pistol, run down the corridor (2 hexes), and toss the grenade through the door; a total of 5 separate Actions. This Course of Action takes him BAC to devise. So after BAC, he proceeds with his plan.

The preceding example shows how the Initiative Time (IT) is used. While a character is pausing to think, he is free to use those AC changing facing or stance, reloading, or any other action which would not expose him to fire or interfere with his thinking.

Once a Course of Action is started, it cannot be canceled until at least 1 AC is spent. A character may, however, respond immediately to any threat. For example, if an opponent had jumped Donovan while he was thinking, he could immediately respond to this threat.

The IT applies only to the time required to think of his own Course of Action (usually offensive), not immediate threat response. If a character is interrupted during the performance of a Course of Action, he may immediately respond, and then, without penalty, continue on his COA. He cannot, however, alter his plans in midstream without pausing for IT AC. If it is not safe to pause for IT AC, he can immediately flee to the nearest cover and reconsider from relative safety.

Leader's Role:

The preceding rules have a very important aspect: a squad leader or commander can relay orders to his troops in exactly the way he would plan his own actions. If well disciplined, they will respond and a preplanned, coordinated attack can be initiated. Once the plan is completed or interrupted, the troops must rely on their own initiative.

Players should realistically model the time it takes a leader to relay his orders. A complex set of instructions could take minutes to communicate. Once coordinated and positioned, the leader can give the go signal, and all troops will jump to action. Once this preplanned Course of Action is accomplished, the leader should reassemble his unit, evaluate the situation, and give new orders. For basic orders, you may assume it takes 2 times the leader's IT to issue each order. Therefore, if a leader with IT = 8 were to give orders to 4 maneuver elements, the time required would be 2 x 8 = 16 AC per order x 4 orders = 64 AC. For leaders with an ISF of 40 or more, assume an IT of 4 for giving orders.

Combat now takes place on a more realistic timeline. There will be minutes of silence as each side coordinates and plans, followed by intense action. The unit with the fastest IT will be able to keep up the pressure and remain on the offensive. An ill-led unit with a long IT will be unable to go on the offensive and will be forced to respond to the enemy's attacks.

5.6 Morale

Whenever someone is being shot at, the natural response is to seek cover. A character will remain exposed to fire (either moving or returning fire) only as long as a shot does not come too close to his position; a character's Critical Distance determines how close this might be. The Critical Distance depends on his Knockout Value and is found on the following table.

Critical Distance Table

Knockout Value Critical Distance Rally Time
1-4 6 160
5-9 5 120
10-19 4 80
20-29 3 40
30-39 2 20
40-49 1 8
50-79 1 4
79+ 1 0

Whenever a shot or automatic fire burst elevation roll misses a character, the shooter should find the Effective Accuracy Level (EAL) with Odds of Hitting just larger than the number rolled. If the difference between this EAL and the EAL required to hit is greater than the Critical Distance, the target is unaffected by the miss. If the difference is less than or equal to the target's Critical Distance, he must make a Morale Roll.

To make a Morale Roll, the character rolls a 00-99 number. If less than or equal to his Knockout Value (KV) is rolled, he is unaffected by the near miss. If greater than his KV is rolled, he must take cover (duck) or go to a Low Prone position. A Low Prone position is a defensive posture from which one cannot move or fire.

Once a character is under cover, he can attempt to make a Tripled Morale Roll (a roll less than or equal to 3 times his KV). If he makes this roll, he can reinitiate action. If he fails this roll, he will remain under cover until rallied or he comes under life-threatening fire. If he comes under life-threatening fire, he will either flee or surrender.

To be Rallied, another comrade who has not failed morale must enter the hex of the broken man and spend Rally Time AC bolstering his morale. The Rally Time is based on the unbroken character's KV and is found on the preceding Critical Distance Table. For each set of Rally Time AC spent rallying, each broken character in that hex is given another chance to make his Morale Roll. If he makes this roll, he has been rallied and is ready for action.

Example:

Donovan has a Knockout Value (KV) of 15 and, therefore, a Critical Distance of 4. If a shot with an EAL of 17 (Odds of Hitting: 46) is fired at him, and a 52 is rolled for the Odds of Hitting, the shot misses. The number just larger than the one rolled is for an EAL of 18. The shot, therefore, missed by 18 - 17 = 1 EAL. Since this near miss is less than or equal to his Critical Distance, he must make a Morale Roll. Donovan rolls a 67 and fails his Morale Roll so dives for cover behind a boulder. Once under cover, he attempts his tripled Morale Roll (3 times his KV of 15, 45). He rolls a 48, failing his second roll.

A few phases later, Donovan's squad leader enters his hex and orders him forward. Donovan's squad leader's Rally Time is 8, so after his squad leader expends 8 AC rallying Donovan, Donovan may attempt another Morale Roll (roll less than or equal to his KV). He rolls a 09, making his roll, so can reinitiate action.

5.7 Shot Timing Within A Phase

In the basic game, play advances on an Impulse by Impulse basis and all fire is resolved at the end of each Impulse. There are times, however, when detailed timing is desired, especially in situations of near-simultaneous fire. The Master Phasing Count (MPC) resolves this.

The Master Phasing Count (MPC) gives the moment within an Impulse when each of the character's Action Counts are performed. It is graduated in tenths of a second (5 for an entire Impulse), and is found opposite the Combat Actions that Impulse on the following table.

Master Phasing Table

Combat Actions That Impulse Master Phasing Count
1
1
2
3
4
5 X

Donovan, who receives 2 Combat Actions this Impulse, would look on the Combat Actions 2 line and find two numbers: 2 and 4. These are the times (in tenths of a second) during the Impulse he completes each of his two Combat Actions. If Donovan fires on his 2nd AC, he fires on MPC4 of that Impulse. If he fires on his 1st AC, he fires on MPC2.

Example:

Donovan and an opponent exchange fire down a corridor. Donovan, whose Combat Actions are 2 that Impulse, fires on his 1st Action Count. The opponent, whose CA is 1, also fires on his 1st Action Count. Using the Master Phasing Count, we see Donovan fires on MPC2 just before the opponent's shot on MPC3.

Players can now resolve damage in the order shots are taken, from the lowest MPC to highest.

If a character is shot during an Impulse when he is about to fire, and he is not disabled or knocked out, his shot is executed with an extra ALM modifier of -10 to his aim. If he fires before he is hit, there is obviously no penalty to his aim.

If he is disabled or knocked out, there is an ALM modifier of -20 to his aim if the shot is taken within 3 MPC after the time of the injury. Any shots which would have been fired more than 3 MPC after the time of a disabling injury or knockout are cancelled.

Example:

Donovan hits and knocks out his opponent on MPC2. The opponent was returning fire on MPC3. Since this shot occurs within 3 MPC of the time of his knockout, it is resolved with an additional ALM = -20.

5.8 Second Shot Accuracy

Successive shots into the same area are obviously somewhat more accurate, and the Second Shot rule reflects this. A shooter who fires a second shot at a target in the same hex in which the first shot was fired receives a +1 AC bonus to his second shot's aim time. To receive this bonus, the shooter must remain stationary and may not have broken firing stance.

Example:

A stationary shooter spends 2 AC aiming and fires a second shot at a target in the same hex as the preceding shot without breaking firing stance. His second shot's aim time is the AC spent aiming plus 1, or 2 + 1 = 3 AC.

5.9 Pinning Fire

A location can be Pinned if the shooter is in a firing stance and elects to aim at that location. The location can be up to one hex wide, and is usually a clearly definable spot, such as a window or corner. If a target appears in the pinned location, the shooter adds 1 AC to the aim time spent aiming after the target appears. A shooter can pin only one hex at a time and his Field of View is reduced to 10 degrees.

Example:

Donovan pins a window from which he expects an opponent to appear. Two phases later, an opponent comes into view. Donovan spends 1 AC aiming and fires. His shot's aim time is 1 + 1 = 2 AC.

5.10 Cover Fire

Cover Fire is an effective way to drive the enemy under cover so that he is less of a threat. It is most effective with fully automatic weapons, but single shot weapons can also be used. Cover Fire is aimed at a hex, or hexes, and assumes a Target Size of +10. If the Cover Fire hits, then any opponent appearing in that hex, or hexes, comes under immediate attack. The chance of hitting is taken from the Automatic Fire Hit Chance Table (5A) for automatic fire based on the Rate of Fire and Arc of Fire. For single shot fire, each round hitting the hex has an 1/10 chance to hit.

Example:

To cover a comrade's approach to a building, Donovan fires a burst of automatic fire from his M16 into the windows of the building. The windows are contained in an Arc of Fire of 3 hexes and Donovan's fire is accurate. During the Impulse, an opponent appears in the window and is attacked by Donovan's Cover Fire. Donovan's Hit Chance is taken from Table 5A with an Arc of Fire of 3 and Rate of Fire of 7 and is a 29. Donovan rolls an 18 and hits the opponent.

5.11 Single and Double Action Weapons

Revolvers and other pistols are available with either Single or Double Action triggers, depending on the weapon. A Single Action weapon's hammer must be manually cocked before firing each round, while a Double Action weapon can be cocked and fired with a single stroke of the trigger. This trigger stroke is much longer and stiffer than that of Single Action fire, and consequently impairs accuracy. Double Action weapons can be fired in the same way as Single Action weapons if the firer wishes.

Single Action weapons have a Rate of Fire (ROF) of 2, meaning it takes two Action Counts (AC) to cock the weapon for a second shot. Double Action weapons have a ROF of 1. The basic Odds of Hitting assume weapons are being fired from a cocked position, or Single Action fire. If the shooter chooses to fire his weapon Double Action, his aim would have an additional -3 Accuracy Level Modifier (ALM) applied. This penalty accounts for the long trigger stroke and greater amount of pressure required for Double Action fire. Note that the Rate of Fire applies only to a second or subsequent shot, but that the accuracy penalty applies to even a first shot.

Examples:

  1. Axly's Double Action Revolver:

    • Axly is firing a Double Action revolver with a Rate of Fire of 1. He has just fired a shot and wants to continue firing as fast as possible. So, his next shot takes 1 AC to prepare and 1 AC to aim and fire. This shot would have an additional aim penalty of -3 ALM. If he had wanted to cock his revolver before firing, it would take him 2 AC to cock (Single Action fire), and 1 AC to aim and fire.
  2. Donovan's Automatic Pistol:

    • Donovan has just drawn his automatic pistol. The pistol has a round in the chamber with the hammer down. Donovan can either spend 2 AC to cock the hammer, or leave it down for Double Action fire. If he cocks the hammer, his shot would have no accuracy penalty. If he Double Action fires, his shot would have an accuracy penalty of -3 ALM. Because this is his first shot, the Rate of Fire does not apply. In other words, Donovan could fire his pistol after 1 AC of aim without having to spend 1 AC for Double Action fire.

5.12 Knock Down

In addition to the injuring effects of bullet wounds, knock down is a factor, particularly important in cases where the target is in body armor. The Knock Down (KD) value of a weapon measures its knock down ability and is found in the Weapon Data Tables. To determine if a target has been Knocked Down, cross-index the weapon's KD value with the Hit Location on the Projectile Knock Down Table. If the KD is greater than or equal to the entry, that level of Knock Down effect is imposed on the target. The penalties range from a 1 to 4 Action Count penalty to the target being knocked off his feet. The AC penalties represent the time required for the target to regain his balance before he can take any action.

The Knock Down result means the target is knocked off his feet. It takes 1 Impulse for him to hit the ground, during which he can take no actions. Once he hits the ground, it takes 3 AC for him to roll into a position in which he can use his hands. From there, it takes another 3 AC for him to rise to his feet or 2 AC for him to rise to his knees.

Projectile Knock Down Table (PEN)

Penalty Head Body Arm Leg
-1 AC 2 11 2 3
-2 AC 3 14 3 4
-4 AC 4 17 4 5
Knock Down 10 19 16 6

Example:

Axly is hit in the head by a pistol whose PEN is 3. Though the bullet is stopped by his helmet, the impact causes him a 2 AC penalty, as shown in the Projectile Knock Down Table.

Explosive Knock Down: Explosions also have Knock Down effects, as detailed in the Explosive Knock Down Table. This table is used similarly to the Projectile Knock Down Table, except the explosion's Base Concussion (BC) is cross-indexed with the target's armor type. Power Armor is an advanced high-tech exoskeleton used in the Hlgh-Tech Weapon Data Supplement and in our role-playing systems. It comes in three configurations; Light, Medium. and Heavy.

Explosive Knock Down Table (BC)

Penalty Normal Infantry Power Armor Light Power Armor Med Power Armor Heavy
-1 AC 50 270 520 770
-2 AC 66 350 700 1020
-4 AC 82 440 860 1260
Knock Down 90 480 950 1390

Example:

Axly is running over open terrain when a grenade explodes 2 hexes away. The blast causes him 52 PD in Concussion Damage. In addition to the wound, he is penalized 1 AC, as shown on the Explosive Knock Down Table for a blast of BC = 52.

5.12 Incapacitation Effects

In the basic game, once a character has failed his Knockout Roll, he has been Incapacitated. This incapacitation does not necessarily mean he is unconscious; it simply means he is out of action. The following Incapacitation Effects Table defines the various levels of Incapacitation, which can be used to define the character's potential actions following Knockout. To use this table, cross-index the Knockout Roll with the PD Total to determine the Incapacitation effects.

Incapacitation Effects Table

PD Total Knocked Out Stunned Dazed Disoriented
over 1/10 KV 00-00 01-02 03-05 06-09
over KV 00-02 03-08 09-16 17-24
over 2 x KV 00-13 14-31 32-52 53-74
over 3 x KV 00-26 27-53 54-82 83-97
200+ 00-60 61-94 95-96 97-97

Knocked Out

The character is unconscious. The duration of unconsciousness is taken from the Incapacitation Time Table.

Stunned

The character is semi-conscious but incapable of action or coherent thought. Incapacitation Time is taken from the provided table.

Dazed

The character drops to the ground conscious but incapable of offensive action or thought. After 1 Impulse, a dazed character may flee to cover and take non-offensive actions at half normal Combat Actions. Incapacitation Time is taken from the provided table with a modifier to the roll.

Disoriented

The character is fully functional except for disabling injuries and may flee or duck to save himself. He is incapable of offensive action and may not advance toward the enemy. Incapacitation Time is taken from the provided table with a modifier to the roll.

Example:

Axly has just taken 52 PD from a grenade blast, putting his PD Total at Over 2 X KV. Axly rolls a 28 for his Knockout Roll and is Incapacitated. Referring to the Incapacitation Effect Table, he has been Stunned by the blast and drops to the ground incapable of action. Axly rolls a 2 on his 0-9 roll to determine his Incapacitation Time. Entering the provided table, his Incapacitation Time is 15 Phases.

5.14 Hero Rules

Historical accounts of men in combat often refer to actions in which a man is seriously injured but remains in action. To model this phenomenon, the following rules may be used:

Whenever a combatant takes wounds that push him over 3 times his Knockout Value (KV) on an Impulse where he is charging the enemy or aggressively moving to the aid of a comrade, and he makes his knockout roll with a roll of 98-99, he enters the realm of the adrenaline rush. For all further Impulses, his Knockout Roll is based only on the Point of Origin (PO) received that Impulse; the PO Total is ignored. This continues until he fails another knockout roll or exceeds his Critical Time Period.

These rules apply only to characters whose Knockout Value is naturally greater than or equal to 40. Characters affected by this rule are only affected by double asterisk (**) Disabling Injuries.

Example:

Trent, whose KV is 48, leaves cover to go to the aid of Axly, who has been Incapacitated in the open. As Trent gets to Axly, he is hit in the leg and suffers a 200 PO double disabling injury. The 200 PO wound pushes Trent's PO Total over 3 times his KV. Trent rolls a 98 for his Knockout Roll, meaning he is not Incapacitated but is Disabled by the leg injury. Trent remains in action and drags Axly to cover. Over the time it takes him to get to cover, he is hit again in the leg by a Glancing hit, which does another 11 PD. Because Trent has made his 98-99 Knockout Roll and the Hero Rules are in effect, his Knockout Roll due to the 11 PO injury is based only on the wounds received that Impulse, here 11 PD. Trent makes his Knockout Roll of 10 and drags Axly to cover.

Scale Conversion between Phoenix Command

Scale Ratio Rules-to-Measurement Factor Measurement-to-Rules Factor
2mm 1:914 0.0788 11.6944
3mm 1:600 0.1200 8.3333
5.92mm 1:300 0.2400 4.1667
6.2mm 1:285 0.2526 3.9583
8-9.14mm 1:200 0.3600 2.7778
10mm 1:160 0.4500 2.2222
12mm 1:152 0.4737 2.1053
15mm 1:100 0.7200 1.3889
18mm 1:87 0.8276 1.2083
20mm 1:76 0.9474 1.0526
25/28mm 1:64 1.1250 0.8889
30mm 1:61 1.1803 0.8475
32mm 1:57.2 1.2587 0.7946
35mm 1:52.3 1.3763 0.7268
40mm 1:43 1.6744 0.5977
54mm 1:32 2.2500 0.4444
Z 1:220 0.3273 3.0556
N 1:160 0.4500 2.2222
TT 1:120 0.6000 1.6667
HO 1:87 0.8276 1.2083
S 1:64 1.1250 0.8889
O 1:45 1.6000 0.6250
1 Gauge 1:32 2.2500 0.4444
II Gauge 1:22.5 3.2000 0.3125
III Gauge 1:16 4.5000 0.2222
V 1:11 6.5455 0.1528
VII 1:8 9.0000 0.1111
X 1:5.5 13.0909 0.0764
Hot Wheels 1:64 1.1250 0.8889
Lego Minifig 1:42 1.7143 0.5833
1:6 1:6 12.0000 0.0833
1:12 1:12 6.0000 0.1667
1:16 1:16 4.5000 0.2222
Army Men 1:32 2.2500 0.4444
Phoenix Command 1:72 1.0000 1.0000
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