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 ==
 
== General Tweaks ==
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*Tempo generation now occurs when a check is passed with a value between 01% and 09% (rather than 10% of the target value).
 
*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.
 
*While at close range (within 6"), "Gone To Ground" no longer provides a negative modifier to spotting.
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*Modifiers for walking/standing for spotting and shooting are removed - it is now considered the "default" mode
  
 
== Custom Weapon Table ==
 
== Custom Weapon Table ==
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*When a character is wounded, those witnessing the injury (within LOS) take suppression at the same level as the initial attack.
 
*When a character is wounded, those witnessing the injury (within LOS) take suppression at the same level as the initial attack.
 
== Night fighting rules ==
 
 
 
*Night modifiers to spotting and shooting
 
*Use of night fighting attachments
 
***White light torches
 
***IR lasers
 
***NVG variants (generations)
 

Latest revision as of 21:53, 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.