INFANTRY ANTI-TANK WEAPONS
BAZOOKA and PANZERFAUST
These weapons fire a shaped charge. The Bazooka (American) and Panzer Shreck (German's copy of the Bazooka) are very similar weapons except for warhead size. Both have a 2-man crew, gunner and loader. The Panzerfaust (German) is similar, but is discarded after firing, and has a one-man crew. The British PIAT (Projector - Infantry - Anti Tank) is a one man weapon also, but may be reloaded.
Reloading takes one card. The weapons with two man crews may reload the weapon and repoint it at the enemy on one card, since there are two of them. If they are being fired by one man, and the PIAT, with it's one man crew, the weapon will take one card to reload, and one card to repoint at the enemy. Picking up or unslinging a Panzerfaust, preparing it, and pointing it at the enemy takes only one turn.
The maximum range for the bazooka (American and German) is 60 inches. Subtract the range from 60 and double the result. This is the base percentage chance of a hit. If the chance is larger than 100%, treat as 100%. the Panzerfust and PIAT are the same, but the range is only 50 inches. Subtract the range ot the target from 50 and double the result. this is the percentage chance of a hit.
If a hit is obtained, roll a D10 to determine hit location:
1,2,3 = Turret
4,5,6,7,8 = Hull
9,10 = Track
For American Bazookas, use tables 21t or 21h for hull and turret hits.
For German Bazookas and PIATs, use 22t or 22h.
For Panzerfausts, use 23t or 23h.
If the track is hit, roll a D10:
GAMMON GRENADES
1,2,3,4,5 = Track Broken, all movement of vehicle ceases
6,7,8,9,10 = Track intact, ignore hit.
These grenades use blocks of TNT and are prepared and thrown like a regular grenade. These are special weapons and are only available as a "pick" on the special weapons table. Roll as a regular grenade at short range only.
If a "hit" is obtained on the vehicle, roll to see where it lodges:
1,2 = In track
3,4,5 = on hull
6,7,8 = on turret
9,10 = bounces off!
If the weapons is Placed rather than thrown, then no need to roll for lodgement, but user must pass morale to do so, and must test for damage as hand grenade at 2 inch range.
For the effect of the Gammon Grenade, use table 23t or 23h for turret or hull hits.
If the track is hit, roll a D10:
1,2,3,4,5 = Track Broken, all movement of vehicle ceases
6,7,8,9,10 = Track intact, ignore hit.
If used against other than AFVs, the AT grenade has the effect of a 50mm mortar shell.
STICK GRENADE CLUSTER
The germans loved to wrap several grenades together and would ignite the center one before throwing the cluster. When it exploded, all the warheads would detonage. They would attempt to toss or wedge them into crevices one enemy tanks. The rear overhang of the turret was a favorite place. These are treated like the Gammon grenade above. These are made on the field and can be made by combining four regular German grenades. this takes 4 cards of work (and the grenades) and can be done (if game master allows) at start of game. Roll as a regular grenade at short range only.
If a "hit" is obtained on the vehicle, roll to see where it lodges:
1,2 = In track
3,4,5 = on hull
6,7,8 = on turret
9,10 = bounces off!
If the weapons is Placed rather than thrown, then no need to roll for lodgement, but user must pass morale to do so, and must test twice for damage as hand grenade at 2 inch range.
For the effect of the Grenade cluster, use table 23t or 23h for turret or hull hits.
If the track is hit, roll a D10:
1,2,3,4,5,6,7 = Track Broken, all movement of vehicle ceases
9,10 = Track intact, ignore hit.
If used against other than AFVs, the grenade cluster has the effect of an 81mm mortar shell.
OTHER AT WEAPONS
The Japanese Lunge Mine has the effect of the Grenade cluster above but must be placed by the user. It is triggered on the next card. The user is killed when it is triggered. Use tables as Grenade cluser above.
The Russians had an anti-tank grenade. Treat it as the Gammon Grenade above.
DAMAGE CHART |
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