[Players should note that certain Firer and Target Hit Determination DRM listed on the To Hit Table are also applicable to LATW/
5.1 CASE A; FIRE OUTSIDE CA: The To Hit DRM penalty for firing a Gun at a target outside its current CA is based on a combination of the type of ordnance (2.3) and the number of hexspines adjustment being made to the CA of the Gun as it is turned to bring the target into its CA. Turreted weapons and 360° mounted Guns (T) incur a +1 DRM penalty for each hexspine adjustment of their TCA during that fire phase [EXC: Bypass VCA side Target Facing; D2.321]. Slow Traverse turreted weapons (ST) incur a +2 DRM penalty for the first hexspine adjustment in their TCA, and a +1 DRM for each subsequent hexspine adjustment. Bow-mounted vehicular Guns (D1.33) and all non-360° ordnance (NT; Non-Turreted) incur a +3 DRM penalty for the first hexspine adjustment in their CA, and a +1 DRM for each subsequent hexspine adjustment.
CASE A DRM | |||
---|---|---|---|
Gun Type | 1st Hexspine | 2nd Hexspine | 3rd Hexspine |
(T) Turreted | +1 | +1 | +1 |
(ST) Slow Traverse | +2 | +1 | +1 |
(NT) Non-Turreted | +3 | +1 | +1 |
5.11 All Guns use Case A to fire at targets outside their current CA when changing their CA for a shot in that phase. Turreted vehicles change only their TCA so that their target lies within that TCA. Should they elect to pivot their vehicular counter instead so as to change their VCA, the NT To Hit DRM apply to the first shot of all vehicular weapons (see also D3.51). A NT Gun must pivot within the firing hex so that the target lies within its vehicular/
5.12 The Case A DRM is applicable only to a Gun which made a CA change as part of its shot. A Gun which makes a CA change and fires with a Case A DRM while retaining a Multiple ROF (2.5) can fire again in the same phase, and the Case A DRM will not apply unless it changes its CA again for that next shot.
5.13 BOUNDING FIRST FIRE: Case A is never applicable to an ATTACKER firing during his own MPh. A Bounding First Firer must always fire within its current CA; it may change that CA only via MP expenditure (TCA D3.12; VCA D2.11).
5.2 CASE B; FIRE IN AFPh: All Guns firing during the AFPh which did not enter their current hex during that Player Turn, and are not using Opportunity Fire (A7.25), are subject to the Case B (+2) To Hit DRM - regardless of whether the Gun has pivoted or changed its CA while in that hex (deleted by errata). The Case B DRM is increased to +3 if the firer is in woods/
5.3 CASE C; BOUNDING FIRER: A vehicle which has entered a new hex during its MPh but does not fire until its AFPh is using Bounding Fire and always uses Case C when firing ordnance. Vehicular ordnance which fires during its MPh(D3.3) must use one of the Case C DRM (i.e., it must add the +2 DRM of Case B to the applicable Gun Type DRM of Case C) as Bounding First Fire for any shot it takes. A vehicle with a Multiple ROF may not fire again until it has expended another MP (even if only a Delay MP).
EX: A Stabilized Gun (D11.11) firing in the AFPh after entering a new hex during that Player Turn must apply a +3 DRM (case B + C; 2 + 1) to its To Hit DR; a T or ST Gun Type must add a +4 DRM (2 + 2); a NT Gun Type must add a +5 DRM (2 + 3).
5.31 CASE C1; BOUNDING FIRST FIRER, RESTRICTED AIM: A vehicle First Firing during its own MPh, and having had a continuous LOS to its target for only 2½-3 MP during that Player Turn at the time of the shot, must add one to the Case C To Hit DRM. Case C1 does not apply in the AFPh.
5.32 CASE C2; BOUNDING FIRST FIRER, LIMITED AIM: A vehicle First Firing during its MPh, and having had a continuous LOS to its target for ≤ two MP during that Player Turn at the time of the shot, must add +2 to its Case C To Hit DRM. Case C2 does not apply in the AFPh.
5.33 BOUNDING FIRST FIRE: A vehicle First Firing during its own MPh, and having had a continuous LOS to its target for > three MP uses the Case C To Hit DRM. A vehicle wishing to fire at the start of its MPh prior to entry of a new hex may do so using Case C; it need not expend Delay MP first to avoid having to use Case C1 or C2. If the Bounding First Firer vehicle declares a shot prior to any MP expenditure, a DEFENDER can still declare a Gun Duel (2.2401) that he might win (due to the Bounding First Firer's use of TH Case C), and thus he could fire before the vehicle expends any MP.
5.34 CASE C3; LATW: Any LATW firing in the AFPh without Opportunity Fire must add the +2 DRM of Case C3 to its To Hit DR. In addition, those weapons with a Backblast (13.8) must use this +2 To Hit DRM when firing from rubble or a ground level building unless the firer predesignates that he will risk Desperation penalties (13.81) or is using Opportunity Fire. Should such a weapon fire from rubble/
5.35 CASE C4; MOTION FIRER: A Motion/
EX: A CE moving PSW 234/
5.4 CASE D; PINNED FIRER: Any Gun whose firer is under the effects of a PIN counter must add the +2 DRM of Case D to its To Hit DR and forfeits any Multiple ROF. See also A7.81-.82.
5.5 CASE E; FIRING WITHIN HEX: Any Gun firing at a target within its own hex must add the +2 DRM of Case E. Cases J3, J4, L, and M are not applicable to any To Hit DR affected by Case E. The presence of a wreck/
5.51 CA CHANGE: The firer's CA does not change when using Case E to fire at a target in the same hex - unless firing during the opponent's MPh as Defensive First Fire, in which case the firer's CA is changed only as much as is necessary to include the hexside that moving unit used to enter that hex during that MPh. This is the only instance where Case A DRM are applicable with Case E DRM.
5.6 CASE F; INTENSIVE FIRE: Intensive Fire is available only to Guns (not SW), and can be used only if the crew of the Gun is not pinned, shocked, or stunned. An Intensive Firing Gun automatically gains one (and only one [EXC: OVR Prevention; 5.64]) additional shot during that Player Turn. Intensive Fire cannot be used during the AFPh except by an Opportunity Firer. A Gun cannot use Intensive Fire until it has already exhausted its normal ROF. A Gun which has Intensive Fired replaces its fire phase counter with an Intensive Fire counter. Q&A
5.61 TO HIT PENALTY: Any Gun using Intensive Fire must add the +2 DRM of Case F to its Intensive Fire To Hit DR to reflect loss of accuracy.
5.62 MALFUNCTION: The B# of any Intensive Firing Gun decreases by two while Intensive Firing (see A.11).
5.63 RESTRICTIONS: Certain Guns may not use Intensive Fire in any form (including OVR Prevention or Final Fire;2.241) and are so restricted by notes on their respective Listing Chart and the back of the counter in the form "No IF". Case B is applicable to Intensive Fire only as an inherent part of Case C. Loss of Multiple ROF does not cause loss of Intensive Fire capability.
5.64 OVR PREVENTION: Regardless of the number of shots a non-vehicular Gun has already taken during a Player Turn (including Intensive Fire), it is entitled to the possibility of one more Intensive Fire shot at a target in its own hex if it is about to be OVR [EXC: OVR Prevention cannot be used by a Gun with a "No IF" listing on the back of its counter; 5.63]. Immediately after the OVR MP expenditure (D7.1) is announced (but before the OVR is resolved) the Gun makes its To Hit DR vs the vehicle making the OVR, but not until its CA covers the hexside entered by the OVR vehicle. If a Gun has already fired from woods/
5.641 A non-vehicular Gun not currently marked by a First Fire/
5.7 CASE G; DELIBERATE IMMOBILIZATION ATTEMPT: Often an AFV target's AF is so formidable that it makes a kill by certain Guns unlikely if not impossible. A player may instead attempt Deliberate Immobilization with his Gun/
5.71 Deliberate Immobilization can be attempted only by ordnance, and only if the weapon's Basic TK# (for the ammunition type it chooses to fire) is > the target's lowest hull AF, and only with a hull hit at a range of six hexes. A Deliberate Immobilization attempt is not allowed against a HD/
5.72 A Deliberate Immobilization hit is not resolved on a To Kill Table - even if it otherwise would be considered a CH; if it results in a hull hit, automatic Immobilization results and causes a Crew TC; see D5.5. If it does not result in a hull hit, there is no effect.
5.8 CASE H; CAPTURED GUN: Any To Hit attempt by a Captured Gun (or one manned by a non-qualified unit; A21.13) must add the +2 DRM of Case H. If the Gun is both Captured and manned by non-qualified Infantry, the Case H DRM is doubled. A Captured Gun is also penalized by using the red TH# and reducing its B# by two (see A.11 & A21.11-.12).
5.9 CASE I; BUTTONED UP: Any BU, CT AFV must add the +1 DRM of Case I to its To HIT DR. Being BU has no other effect on the LOS of a vehicle, even if the target is outside its CA [EXC: Interdiction; A10.532]. RST and 1MT AFV must be BU to fire their MA (D1.321-.322).
[There are numerous other firer-based To Hit Determination DRM listed elsewhere in the rules; CX (A4.51), Overstack (A5.12), Encircled (A7.7), Spotted Fire (9.3), Bypass TCA change to/