Difference between revisions of "Sangin V2 House Rules"
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| + | [[Sangin V2_ChargeOverhaul|If you're interested in my Overhaul of Skirmish Sangin V2, you can find it at Sangin V2 Overhaul]] | ||
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| + | |||
These are house rules for the WIP Version 2 of Skirmish Sangin. | These are house rules for the WIP Version 2 of Skirmish Sangin. | ||
| + | == General Tweaks == | ||
| + | *"Gone Firm" is renamed "Gone To Ground".<br> | ||
| + | *Tempo generation now occurs when a check is passed with a value between 01% and 09% (rather than 10% of the target value). | ||
| + | *While at close range (within 6"), "Gone To Ground" no longer provides a negative modifier to spotting. | ||
| + | *Modifiers for walking/standing for spotting and shooting are removed - it is now considered the "default" mode | ||
== Custom Weapon Table == | == Custom Weapon Table == | ||
| − | {| class="wikitable" style="height: 951px;" | + | {| class="wikitable" style="border-collapse: collapse; height: 951px;" border="2" |
|- style="height: 51px;" | |- style="height: 51px;" | ||
! style="width: 113px; height: 51px;" | Weapon | ! style="width: 113px; height: 51px;" | Weapon | ||
| Line 278: | Line 287: | ||
=== Weapon Attachment Rules === | === Weapon Attachment Rules === | ||
{| class="wikitable" style="border-collapse: collapse; width: 100%;" | {| class="wikitable" style="border-collapse: collapse; width: 100%;" | ||
| − | |- | + | |- |
| style="width: 50%;" | '''Attachment''' | | style="width: 50%;" | '''Attachment''' | ||
| style="width: 50%;" | '''Effect''' | | style="width: 50%;" | '''Effect''' | ||
| − | |- | + | |- |
| style="width: 50%;" | Suppressor | | style="width: 50%;" | Suppressor | ||
| style="width: 50%;" | Decreases the "Target fired using the Rifle skill" and "Target fired using Infantry Weapons/Crew Served Weapons" modifiers by 10% when attempting to spot a model using this weapon. | | style="width: 50%;" | Decreases the "Target fired using the Rifle skill" and "Target fired using Infantry Weapons/Crew Served Weapons" modifiers by 10% when attempting to spot a model using this weapon. | ||
| − | |- | + | |- |
| style="width: 50%;" | Close Combat Optic | | style="width: 50%;" | Close Combat Optic | ||
| − | | style="width: 50%;" | +10% to hit - must be declared before shooting | + | | style="width: 50%;" | +10% to hit - must be declared before shooting, only one optic can be used for each attack |
| − | |- | + | |- |
| style="width: 50%;" | Magnified Optic | | style="width: 50%;" | Magnified Optic | ||
| − | | style="width: 50%;" | +10% to hit, +10% to spot - must be declared before shooting, can not be used while moving | + | | style="width: 50%;" | +10% to hit, +10% to spot - must be declared before shooting, can not be used while moving, only one optic can be used for each attack |
| + | |} | ||
| + | |||
| + | == Custom Body Armour Values == | ||
| + | |||
| + | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 92px;" | ||
| + | |- style="height: 23px;" | ||
| + | | style="width: 33.3333%; height: 23px;" | Type | ||
| + | | style="width: 33.3333%; height: 23px;" | Armour Value | ||
| + | | style="width: 16.6667%; height: 23px;" | Initiative Modifier | ||
| + | | style="width: 16.6667%;" | Description | ||
| + | |- style="height: 23px;" | ||
| + | | style="width: 33.3333%; height: 23px;" | Early Body Armour/Flak Jacket | ||
| + | | style="width: 33.3333%; height: 23px;" | 1d10 | ||
| + | | style="width: 16.6667%; height: 23px;" | -2 | ||
| + | | style="width: 16.6667%;" | Early body armour (cold war/low quality) | ||
| + | |- style="height: 23px;" | ||
| + | | style="width: 33.3333%; height: 23px;" | Body Armour | ||
| + | | style="width: 33.3333%; height: 23px;" | 1d10+4 | ||
| + | | style="width: 16.6667%; height: 23px;" | -2 | ||
| + | | style="width: 16.6667%;" | Standard Body Armour | ||
| + | |- style="height: 23px;" | ||
| + | | style="width: 33.3333%; height: 23px;" | Light Body Armour | ||
| + | | style="width: 33.3333%; height: 23px;" | 1d10 | ||
| + | | style="width: 16.6667%; height: 23px;" | -1 | ||
| + | | style="width: 16.6667%;" | Light/Raid Body Armour or reduced plates | ||
|} | |} | ||
Latest revision as of 20:53, 19 October 2022
If you're interested in my Overhaul of Skirmish Sangin V2, you can find it at Sangin V2 Overhaul
These are house rules for the WIP Version 2 of Skirmish Sangin.
General Tweaks
- "Gone Firm" is renamed "Gone To Ground".
- Tempo generation now occurs when a check is passed with a value between 01% and 09% (rather than 10% of the target value).
- While at close range (within 6"), "Gone To Ground" no longer provides a negative modifier to spotting.
- Modifiers for walking/standing for spotting and shooting are removed - it is now considered the "default" mode
Custom Weapon Table
| Weapon | Skill to Fire | Range | APs to Fire/Reload | Firepower (D10) | KZ (Radii/Firepower) | DZ (Radii / Firepower) | Notes | Examples/Comments |
|---|---|---|---|---|---|---|---|---|
| Pistol | Infantry Weapons | 0 - 25" | 1 | 1 | - | - |
CQB Bonus |
.... Pistols |
| Shotgun | Rifle | 0 - 20"/40" | 1 | 2/1 | - | - | CQB Bonus | Shotguns |
| SMG | Rifle | 0 - 75" | 1 | 2 |
|
- | CQB Bonus, Low Armour Pen(2) | All SMGs |
| CQB Carbine | Rifle |
|
1 | 2 | - | - | CQB Bonus | Mk18s, AKSU, MCX Copperhead etc |
| Assault Rifle | Rifle |
|
1 | 2 | - | - |
|
All assault rifles/battle rifles |
| LSW | Rifle |
|
1 | 2 | - | - |
|
LSW, RPK, M27 being fired as personal weapon |
| Rifle |
|
2/1 | 2 | 2" | - | Burst, Suppressive (3) | Firing the LSW/RPK/M27 in a suppressive role | |
| LMG | Infantry Weapons |
|
1/2 | 3 | 2" | - | Burst | M249, MG4, Negev - man-portable, belt-fed intermediate calibre |
| MMG | Infantry Weapons |
|
2 | 4 | 3" | - | Burst | PKM, M240/FN Mag - belt-fed, full size calibre, can be man portable but is more of a faff to do |
| HMG | Crew Served Weapons |
|
2 | 5 | 3" | - | Burst | DSHK, M2 .50cal, NSV |
| DMR | Rifle |
|
1 | 2 |
|
|
|
Using DMRs as a personal weapon |
| Rifle |
|
2/1 | 2 |
|
|
Suppressive (4) | Firing the above weapon in its main role to cause suppression | |
| Marksman Rifle | Rifle |
|
2 | 2 |
|
|
Suppressive (4) | Bolt Action sniper rifle |
| Hand Grenade | Infantry Weapons | 0 - 15" | 3 | 3 | 3" / 3d10 | 8" / 1d10 | Blast, Single Shot | .... It's a frag grenade |
| Grenade Launcher | Infantry Weapons | 5" - | 2 | 4 | 3" / 4d10 | 8" / 1d10 | Blast, Reload | UGLs, M79 |
| RPG - HEAT | Infantry Weapons | 5" - | 3 | 3 | 1" / 3d10 | 2" / 1d10 | Blast, Single Shot, Cover Defeating (10) | |
| RPG - Airburst | Infantry Weapons | 5" - | 3 | 2 |
4" / 2d10 |
10" / 1d10 |
Blast, Single Shot, Inaccurate (20), Airburst | |
| LAW | Infantry Weapons | 5" - | 3/* |
3 |
?? |
?? |
Blast, Single Shot |
|
| Carl Gustav | Infantry Weapons | 5" |
?? |
?? |
?? |
?? |
Blast, Reload |
|
Weapon Special Rules
| Rule | Effect |
| Blast | Follows the Blast rules (under Template weapons) |
| Burst | Follows the Burst rules (under Template weapons) |
| Reload | Weapon must be reloaded after every shot |
| Single Shot | Weapon can only be used once and then removed from inventory |
| Suppressive (x) | Changes how many dice are rolled for suppression - instead of firepower use X |
| CQB Bonus | +20% when performing CQB attacks |
| Low Armour Pen (x) | Weapon is not designed to defeat body armour. Add X to armour when rolling the save |
| Cover Defeating(x) | Reduces modifiers related to Cover by -X% |
| Airburst | Ignore Concealment/Cover when rolling to hit on target without overhead cover |
| Inaccurate(x) | Reduces to hit rolls by a modifier of -X% |
Weapon Attachment Rules
| Attachment | Effect |
| Suppressor | Decreases the "Target fired using the Rifle skill" and "Target fired using Infantry Weapons/Crew Served Weapons" modifiers by 10% when attempting to spot a model using this weapon. |
| Close Combat Optic | +10% to hit - must be declared before shooting, only one optic can be used for each attack |
| Magnified Optic | +10% to hit, +10% to spot - must be declared before shooting, can not be used while moving, only one optic can be used for each attack |
Custom Body Armour Values
| Type | Armour Value | Initiative Modifier | Description |
| Early Body Armour/Flak Jacket | 1d10 | -2 | Early body armour (cold war/low quality) |
| Body Armour | 1d10+4 | -2 | Standard Body Armour |
| Light Body Armour | 1d10 | -1 | Light/Raid Body Armour or reduced plates |
Suppression rules
- When a character is wounded, those witnessing the injury (within LOS) take suppression at the same level as the initial attack.