House Rules
Damage From Small Arms
· When I roll damage for small arms, I roll the listed damage, plus 2d6. That is why some weapons are listed as having a damage of zero. These weapons would cause 2d6 damage. Weapons listed as +1 would do 2d6+2, weapons listed as +2 would do 2d6+4; weapon listed as -1 would do 2d6-2 (possibly doing no damage), and the tiny Kolibri would do 2d6-4 damage.
Personnel Movement and Combat
· Personnel may move during or before they fire most small arms, and some heavier weapons. When they do, they incur some penalty to their task resolution, depending upon the amount of movement. Difficulty ratings are for unaimed shots.
|
Weapon |
Crawl |
Walk |
Trot |
Run |
|
Automatic Pistol |
Formidable |
Difficult |
Difficult |
Formidable |
|
Revolver |
Formidable |
Difficult |
Difficult |
Formidable |
|
Special Purpose Pistol |
Formidable |
Difficult |
Difficult |
Formidable |
|
Submachinegun |
Formidable |
Difficult |
Difficult |
Formidable |
|
Assault Rifle |
Formidable |
Difficult |
Formidable |
Impossible |
|
Battle Rifle |
Impossible |
Difficult |
Formidable |
Impossible |
|
Lever-Action Rifle |
Impossible |
Difficult |
Formidable |
Impossible |
|
Sniper Rifle |
Impossible |
Difficult |
Impossible |
Impossible |
|
Sporting Rifle |
Impossible |
Difficult |
Impossible |
Impossible |
|
Automatic Rifle |
Impossible |
Difficult |
Impossible |
Impossible |
|
Machinegun |
Impossible |
Formidable |
Impossible |
Very Impossible |
|
Grenade Launcher |
Impossible |
Formidable |
Impossible |
Very Impossible |
|
Light Rocket Launcher (<5 kg) |
Impossible |
Formidable |
Impossible |
Very Impossible |
|
Medium Rocket Launcher (5-8 kg) |
Impossible |
Impossible |
Very Impossible |
Very Impossible |
· Aimed fire with movement is generally not possible, but Aimpoint-type sights may be used during any movement that allows a "Difficult" probability shot.
Vehicle Movment and Combat
· Vehicles may also move and fire in the same phase, and they also incur a penalty to their task resolution.
|
Stabilization |
1/4 Move |
1/2 Move |
3/4 Move |
Full Move |
|
None |
Formidable |
Formidable |
Impossible |
Very Impossible |
|
Basic |
Difficult |
Formidable |
Impossible |
Very Impossible |
|
Fair |
Difficult |
Difficult |
Formidable |
Impossible |
|
Good |
Difficult |
Difficult |
Difficult |
Formidable |
· Most of these probabilities are for unaimed shots. An aimed shot is possible only for those shots listed as "Difficult" probability on the table above.
Character Generation
· When I give background skills, I give four skills at a level of two each, plus Ground Vehicle (Wheeled) at a level of 2. The skills may be chosen freely, but the player must be able to explain the most exotic choices or they are not approved.
· For Subsequent Term Skills, the player is allowed to choose from half the skill clusters listed. In each of those clusters, the player may take half of the skills listed in the cluster, rounded up, as total skill levels, to a minimum of two levels. Thus, if the skill cluster had 8 total skills in it, the player may choose 4 total skill levels in that skill cluster, distributed as the player sees fit.
· Heroic Characters: For "heroic" characters, allow any or all of the following: 1) Roll 1d10+1 or +2 for each attribute; 2) Allow no less than 3 on any attribute; 3) Give 10 additional skill levels as a bonus; 4) Automatically boost skill levels in combat skills to 4; 4) Automatically grant a skill level of 2 in Medical (Trauma Aid) and Survival.
· Here's what I give players as basic issue: Bayonet or knife, set of combat webbing, duffle bag, 4 sets of fatigues, field jacket and liner, flashlight, foam sleeping mat, 6 fragmentation grenades, a steel or Kevlar helmet (depending upon country of issue), medium ALICE pack or equivalent, mess kit, mosquito net, personal medical kit, personal weapon and six full magazines (if applicable) plus 180 rounds, 1 automatic pistol or revolver with 6 full magazines or cylinders, poncho, poncho liner, protective mask, rainsuit, shelter half, sleeping bag, 2 smoke grenades, sweater, thermal fatigues, 3 sets of thermal underwear, 2 waterproof bags.
Skill Use
· Players may attempt to force a vehicle to go beyond its normal combat speed. Roll Average against the appropriate Vehicle, Pilot, or Boat skill for 150% speed. Roll Difficult for 200% speed. Roll Formidable for 250% speed. Roll Impossible for 300% speed.
· Either Intrusion or Mechanic may be used to hotwire a ground vehicle. Roll Average: Mechanic, or Formidable: Intrusion.
· Free mired vehicle: Average: Combat Engineer or Difficult: Construction. Vehicles mired in swamps or deep mud are one level harder. If using a recovery vehicle with a winch of the proper strength, make it two levels easier. If proper tools are not present (may range from chains and ropes to logs), make it one level harder.
· Convert semiautomatic weapon to automatic fire with a rate of 3: Average: Gunsmith. Convert semiautomatic weapon to automatic with an ROF of 5: Difficult. Convert semiautomatic weapon to automatic with an ROF of 10: Formidable. Convert lever-action weapon to automatic with a ROF of 3: Impossible. Make parts for automatic fire conversion: Difficult: Machinist or Formidable: Gunsmith. Without appropriate parts, lever-action conversions are not possible. Semiautomatic conversions are two levels harder. Converting a semiautomatic weapon takes about two hours; a lever-action weapon takes about 4 hours; these times include the time to construct the parts. Outstanding success bumps the weapon up to the next ROF level, or halves the conversion time. Catastrophic failure renders the weapon inoperable. Note that calculations will have to be made to find out what the recoil will be of the new automatic weapon.