Monday 18 July 2011

House Rules to Consider

AT-4/LAW

Each time an AT-4 is fired roll a TQ, if the test is passed the AT-4 anti-tank specialist may continue to fire the AT-4, otherwise the soldier is out of AT-4s.  If a team is out of AT-4s and activates in cohesion with a same nationality APC/IFV/"Jeep" vehicle it may replenish its AT-4 by passing a TQ.  A well supplied force receives a +1 DShift, and a Poorly Supplied force receives a -1 DShift for the resupply test.

ATGM (Javelin/Eryx)

Each time a Javelin or other ATGM is fired roll a TQ with a -1DShift, if the test is failed the weapon is out of ammo following the resolution of the current attack.  An "out of ammo" ATGM team which activates within cohesion of a same nationality APC/IFV/Light Patrol vehicle may replensih its ammunition by passing a TQ.  A well supplied force receives a +1 DShift, and a Poorly Supplied force receives a -1 DShift for the resupply test.

Arming Distance

AT-4 has an arming distance of 4˝ and therefore may not be used against targets at less than 4˝ range.  Other systems (other than the RPG series) have an arming distance of 8˝.  ATGMs receive a -1DShift against targets less than 24˝.

Medic

A medic in cohesion with a team containing casualty uses the Advanced First Aid table.

Artillery Accuracy

Select a point for the artillery attack then roll a random direction dice.  For regulars roll a D6˝ drift, if a FOO calls the artillery, roll two D6 and keep the lowest.  If irregulars call artillery, roll 2 dice and keep the highest.

Air Support

If the player decides to attack a target “danger close” the air support will refuse the request unless a TQ of 4+ is successful.

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