Small Arms Fire: Probability to Hit (D12)
Weapon Targets
per Burst
Range in Inches
10 20 30 40 50 60 70 80 90
Pistol 1 6
Rifle 1 5 6 5 4 3 2 1
Self-Loading Rifle 1 6 5 4 3 2
Carbine 1 6 5 4 3 2
Shotgun (1 target per barrel) 1 6 4 2
Assault Rifle 3 6 5 4 3 2
STEN SMG 3 6
Browning SMG, MP40 ... 3 7 6 4 2
LMG (Magazine) 4 6 7 6 5 4 3
LMG (Belt) 5 5 6 7 6 5 4 3
HMG 8 4 5 6 7 6 5 4 3
Turret LMG 5 4 5 6 5 4 3
Turret MMG/HMG 8 4 5 6 5 4 3
Hull LMG 5 5 6 7 6 5 4 3
Hull MMG/HMG 8 5 6 7 6 5 4 3
Modify the Hit Probability Number as follows:

-1 Soft Cover +1 Aimed Shot (stationary rifleman)
-2 Hard Cover +2 Sniper
-4 Pillbox +1 for each additional coaxial barrel (automatic or shotgun).
Special Cases: Multiply the maximum number of eligible targets by the number of coaxial barrels.
Behind Shield, unmodified, 1 or 2 on a D12 hits at any range.
Proximity Fire, unmodified, 1 or 2 on a D12 hits. Proximity Fire is used against targets which cannot be seen. Troops are allowed to use Proximity Fire against suspected ambush positions, or against buildings from which a shot was fired and which may contain an unidentified number of enemy soldiers. Players keep track of Proximity Fire casualties, but the real effect of such fire is not revealed until the attacker actually enters the target area to check the results.
No multiple hits: A target can only be hit once in a burst of fire from a weapon. Figures hit are immediately eliminated. When firing against vehicles, use AT gunfire table instead.

Frequently Asked Questions

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