Artillery & mortars

Rules for Miniature Wargaming

Artillery & mortars

Artillery and mortars were not exactly accurate during World War Two.To be fair, some of it depended on the model of the weapon itself. To make the game more accessible, in Burst of Fire, accuracy for mortars and artillery will be handled similarly. In Burst of Fire artillery and mortars do have a minimum range of 50cm/20in. The farther away the target, the harder to hit exactly. If hit by a bigger shell, the outcome will be most likely disastrous for men and vehicles alike.

Table Accuracy roll artillery & mortar fire on targets standing still

Distance Needed roll (4D6)
50 to 75cm / 20 to 30in 16 or lower
75 to 100cm / 30 to 40in 14 or lower
100 to 125cm / 40 to 50in 12 or lower
more than 125cm / 50in 10 or lower

Artillery pieces and mortars may fire at units that are not in direct line of sight. Their shells can possibly harm multiple units. All units in the blast radius, depending on the shell size, have to check for possible hits and effects. Every unit in the blast radius has to pass a morale check.

When not aimed correctly, the shell will drift and may even hurt friendly troops. Mortar and artillery drift is determined by rolling a D6. Drift direction is determined by rolling 8D6.

Artillery & mortar drift

Table drift direction hand grenades, mortar & artillery

Roll (8D6) Drift direction
8,16,24,32,40 North
9,17,25,33,41 Northeast
10,18,26,34,42 East
11,19,27,35,43 Southeast
12,20,28,36,44 South
13,21,29,37,45 Southwest
14,22,30,38,46 West
15,23,31,39,47 Northwest
48 Reroll

Table drift distance artillery shells

Roll (1D6) Drift distance
1 5cm / 2in
2 10cm / 4in
3 15cm / 6in
4 20cm / 8in
5 25cm / 10in
6 30cm / 12in