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MORTARS

For each untrained crew member used instead


of a trained crew member subtract one from
the crew Rep.
Mortars have an important role in modern warfare.
They are cheap to manufacture, easy to transport,
simple to operate, robust, and deliver a High Explosive
bomb with reasonable accuracy over long ranges and FIRE PROCEDURE
intervening terrain features. Here's how to use them in
NUTS, Chain reaction 3.0, and any other THW game. To fire a mortar we use the following procedure. The
mortar must be set up and ready for action. It takes a
full crew one turn of Activation to set up a mortar with
MORTAR TYPES an additional turn needed for each crew member less
Man-portable infantry mortars fall into two general than full.
classes: Light and Medium. There are heavier mortars
and some rules will have their specific stats for mortars PICKING THE TARGET
such as the HE Blast Table found on page 50 in the When active you can pick your target. Players make
NUTS rules book. Whenever you have stats in the pick the target and fire on the same turn. It takes one
rules we recommend that you use them. Where no turn of Activation to change targets.
stats occur we recommend you default to these.
SPOTTING THE TARGET
Mortar Type Light (1) Medium (2)
This is either by direct fire where the mortar crew can
Maximum Range 120" 120" physically see the target or by indirect fire where the
Minimum Range 10" 10" crew cannot see the target but someone else can.
Target 5" blast circle 5" blast circle This person is called the spotter.
Impact 2 3
When using a spotter the figure spotting must
Rep 4 4
communicate to the mortar crew to fire on the target
Crew 2 3 the first time. This can be done by shouting out to 6
Rate of Fire 3 2 from the crew, by a com-link such as a radio, or by a
(1) Up to and including 60 mm tubes. (2) 70 to 80mm tubes. pre-arranged signal such as a flare. Once the signal is
sent the firing can commence.
Maximum Range - This is the maximum distance that
the mortar may fire. If the mortar is off the table and
therefore not at risk this range is halved.
RANGE FROM TARGET
Minimum Range - This is the minimum distance that According to standard military doctrine light mortars
the mortar may fire. Targets at a distance less than the cannot target points closer than 20 from friendly
minimum range cannot be fired upon. troops while medium mortars would extend out to 40.

Target - This is the number of targets that the mortar FINAL PROTECTIVE FIRE
round can affect. In this case it would be any and all
This is the only time the above range restriction can be
figures inside the 5" wide blast circle.
circumvented or ignored. If the enemy is within 10 of
Impact - This is the impact of the round. your forces you can target them for final protective fire.
Final protective fire is always two consecutive Fire
Rep - This is the Rep of the crew.
Missions.
Crew - This is the number of crew members required
for the mortar to function efficiently. SPOTTING ROUND
Rate of Fire - This is the number of rounds that the A spotting round (non-explosive smoke round) must be
mortar can fire per turn. used for indirect fire. This is the first round that is fired.
The spotter must be able to see where the spotting
round landed otherwise another spotting round must
MORTAR AVAILABILITY be fired until one has landed where it can be seen by
Mortars are available to Military, Mercenaries if the spotter.
Military, and Guerrillas/Insurgents. To determine where the spotting round lands roll 1d6
on the Mortar Deviation Table and apply the results.
Where the spotting round lands is the spot where all
MORTAR CREWS subsequent rounds will deviate from. This may or may
not be the original target spot!
For a mortar to operate at maximum efficiency it must You can only fire one spotting round per turn of
have a full crew trained on how to operate the weapon. Activation.
Light mortars have a crew of two while medium Figures cannot be hurt by spotting rounds and they
mortars have a crew of three. also do not count against the number of rounds
For each crew member less than normal available that cause damage.
subtract one from the Rate of Fire of the Once the spotting round has been successfully fired
weapon. the player may immediately begin his Fire Mission.
ROUND DEVIATION 3. Player fires his full ROF. "I roll 2d6, one for
each round."
All rounds are subject to deviation.
4. Player rolls for location.
a. "I score a 3 so the round lands long. I
1 MORTAR DEVIATION roll 1d6 and score a 4. The round
(Reading the result as it appears on the d6) lands 4" long of the house. I lay down
the 5" blast circle and see if any
figures are in the danger zone."
# Round will land
1 Right on target. b. "I score a 4 so the round lands to the
left or right. I roll another d6 and score
2 Spotting round = Long, directly past the target 2d6.
a 3. It lands to the left. I roll 1d6 and
Normal round = Long, directly past the target 1d6.
score a 6. The round lands 6" to the
3 Spotting round = Long, directly past the target 2d6. left of the house. I lay down the 5"
Normal round = Long, directly past the target 1d6. blast circle and see if any figures are
4 (1-3) Spotting round = Left of the target 2d6. in the danger zone."
Normal round = Left of the target 1d6.
4 (4-6) Spotting round = Right of the target 2d6. 5. The player has fired his full ROF. The next turn
Normal round = Right of the target 1d6. he activates and continue the Fire Mission. "I
5 Spotting round = Short, directly past the target 2d6. roll 2d6, one for each round."
Normal round = Short, directly past the target 1d6. 6. Player rolls for location.
6 Spotting round = Short, directly past the target 2d6.
Normal round = Short, directly past the target 1d6. a. "I score a 1 so the round lands right on
target. I lay down the 5" blast circle
and see if any figures are in the
FIRE MISSION danger zone."
Now it is time to determine the total number of rounds
b. "I score a 4 so the round lands to the
that will be fired at the target spot. This is called the
left or right. I roll another d6 and score
Fire Mission.
a 5. It lands to the right. I roll 1d6 and
This number of rounds must be a multiple of score a 6. The round lands 6" to the
the Rate of Fire (ROF) of the mortar. It cannot right of the house. I lay down the 5"
exceed three times the ROF of the mortar. blast circle and see if any figures are
in the danger zone."
Example - A light mortar with a ROF of 3 can call for a
3, 6, or 9 round Fire Mission.
HITTING WITH A ROUND
The crew will fire when active the full ROF of If a figure is inside the blast zone of the round and in
the mortar per turn until the full Fire Mission is clear terrain there is a chance that it can be injured.
over. This may extend over more than one turn Roll 1d6 for each figure.
of Activation and may take an indefinite period If the score is a "1" - Figure is Obviously Dead.
of time.
If the score is the Impact or less but not a "1" -
Figure is Out of the Fight.
Example - A light mortar crew (Rep 4) is active, has
acquired their target spot, and has a Fire Mission of 6 If the score is higher than the Impact - The figure is
rounds. It fires three round (rolls 3d6) this turn. knocked down and takes the Recover From Knock
The next turn the activation dice come up 5 so they Down Test.
cannot fire. The third turn they activate and finish the
Fire Mission and fire three more rounds. FIGURES IN COVER
If a figure is inside the blast zone of the round and has
The Fire Mission continues until all the rounds cover between it and the spot the round landed it may
are shot or the mission canceled. still be injured. Roll 1d6 for each figure.
If the mortar does not move or get fired on it Any figure using cover that has a Defensive Value
may call another Fire Mission on the same
equal to or greater than the impact of the round will
target without needing a spotting round.
only be stunned.
Any figure using cover that has a Defensive Value less
than the impact of the round will suffer damage as if in
EXAMPLE - DIRECT FIRE clear terrain.
1. Player activates and picks target. "I want to
fire at that farm house 48" away."
2. Player declares how many rounds will be fired
during the Fire Mission. "I'm firing a four round
mission with my medium mortar."
ILLUMINATION ROUNDS
Illumination, or flare rounds, can be used to illuminate
the battlefield during the night. Follow the same
procedure with the difference that the round is
assumed to have hit a spot in the air instead of the
ground and remains suspended there for three turns of
Activation. On the third time that the Activation dice are
rolled after the round was fired the round burns out and
is removed from play.
Illumination rounds have a 24" blast circle that
increase visibility to daylight standards.

SMOKE ROUNDS
Smoke rounds start with a 5" blast circle upon landing.
The next time Activation dice are rolled expand the
smoke an additional ten inches downwind but keeping
the 5" width. Each subsequent turn of Activation the
smoke will drift downwind ten inches until it is
completely off the table. Determine the direction of the
wind by rolling 1d6 on the Wind Direction Table before
the game begins.
Smoke can be fired through but it can only cause a
Received Fire Test and cannot cause casualties. In
addition the worse result from failing the test will be
Duck Back.
Players can use smoke grenades which function like
smoke rounds

1 WIND DIRECTION
(Reading the result as it appears on the d6)

# Wind Direction
1 North
2 (1-3) Northeast
2 (4-6) Southeast
3 East
4 South
5 (1-3) Northwest
5 (4-6) Southwest
6 West

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