Monday, June 11, 2018

0005 - Starting Equipment

Starting equipment is a big issue. Too much and it is too easy. Too little and someone is going to die, one way or another.

I have tried both. In my current campaign, I have used the rules as published as far as starting equipment goes. After character creation, I had a lot of cash to by equipment with. I stocked up on guns, ammo, beans and bullets.

After a few encounters, most of the heavy weapons the group purchased are now damaged and need parts to be repaired. As Mr. Murphy is a constant travelling companion, we of course have no parts. Now they are just expensive paper weights in the back.

The group has, of course, looted anything not tied down and they do have an undamaged TOW launcher that they bought at the beginning so there is a good chance they will survive the next encounter. Still, majorly disappointed now that the M2 is in the shop.

Another alternative is to limited the scope of equipment the characters can purchase. I have done this in some games by dividing the starting money by 10. This forces one to really consider what they buy. This raises the challenge bar a little.

Raising the challenge bar even higher can be done by a) NOT giving the characters initial starting vehicles and b) reducing their basic load. Not giving them vehicles is the easiest solution but has a great impact. It reduces their mobility and carrying capacity. Everything they was to carry has to be carried on their backs and fatique really becomes a problem. Well, we can buy 10 cases of 40mm for the Mk-19 but who is going to carry it or the Mk-19 for the matter.

I have also implemented random rolls for starting equipment and ammunition. This has a huge impact, even if the impact is not apparent at the beginning. When winter comes and you do not have the thermal fatiques, you are going to notice.

Here are a collection of my "house rules" on equipment:

Personal Weapons

Each character receives on personal weapon. This must be taken from the relevant personal weapon list from the character's country. No substitutions may be made. Officers and vehicle crewmen do not automatically receive a pistol. They must take a pistol as a personal weapon if they wish to have a pistol. Alternatively, they may purchase one during the equipment purchase part of character generation.

The characters automatically receive the two magazines for pistols and magazine-fed weapons and one belt for belt-fed weapons. If a weapon is capable of using both magazines and belts, the character may choose which he would like to receive. In addition, the character receives two fragmentation grenades.

Additional ammunition and grenades may be rolled for on the table below:

D10 Roll
Pistols
Magazine-Fed Weapons
Belt-Fed Weapons
1
Three magazines, two fragmentation grenades, two smoke grenades
Four magazines, two fragmentation grenades, two smoke grenades
Two belts, two fragmentation grenades, two smoke grenades
2
Three magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
Two belts, one fragmentation grenade, one smoke grenade
3
Two magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
One belt, one fragmentation grenade, one smoke grenade
4
Two magazines, one fragmentation grenade
Two magazines, one fragmentation grenade
One belt, one fragmentation grenade
5
One magazine
One magazine
No additional ammunition
6
One magazine, one fragmentation grenade
One magazine, one fragmentation grenade
One fragmentation grenade
7
Two magazines, one fragmentation grenade
Two magazines, one fragmentation grenade
One belt, one fragmentation grenade
8
Two magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
One belt, one fragmentation grenade, one smoke grenade
9
Three magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
Two belts, one fragmentation grenade, one smoke grenade
0
Three magazines, two fragmentation grenades, two smoke grenades
Four magazines, two fragmentation grenades, two smoke grenades
Two belts, two fragmentation grenades, two smoke grenades

Characters also receive loose rounds equivalent to the capacity of all the magazines they possess. The rounds should be totaled for the group and rounded down to the nearest case or belt..

Although this may seem harsh, remember that the characters are escaping from a unit that has been overrun. It is very improbable, that they escaped with a full load of ammunition.

Starting Equipment

The equipment a character receives automatically during character generation is determined on the table below:

Equipment
Weight / kg
Availability
Notes
Fatigues
4
Automatically
Steel Helmet
1
70%
American characters may take a Kevlar helmet, if available. The character must choose if both are available.
Kevlar / Ballistic Nylon Helmet
0.5
40%
American characters only
Kevlar / Ballistic Nylon Vest
4
40%
American characters only
Pack
2
Automatically
Shelter Half
1
70%
Gas Mask
1
Automatically
Combat Webbing
2
Automatically
Bayonet
0.25
70%
Sleeping Bag
4
70%
Flashlight
0.2
70%
Personal Medkit
0.2
70%
Thermal Fatiques
6
40%

This may also seem harsh but the premise remains, that the characters are trying to escape with their lives and may be forced to abandon equipment during their flight.

Starting Equipment Allowance

Each enlisted soldier and non-commissioned office (NCO) receives $500 per active military term. Officers receive $1000 per active military term. The money must be used to purchase equipment and no funds may be taken in the form of gold or other valuable commodities.

Gold Coins

Characters may take up to 10% of their equipment allowance as gold coins. Each coin weighs 10grams (0.01kg) and has a standard value of $50.

Starting Fuel & Ammunition for Vehicles

Like the characters, the vehicles the will never posses full loads of fuel and ammunition at the beginning of the game. The rational here is similar to that of the character equipment, namely that the characters are on the run after their division was overrun. During that last fight they will have been forced to expend fuel and ammunition. They may have also been unable to draw fuel and ammunition before the attack started.

Fuel: at the beginning of the game, the vehicles haven 30-80% (1d6 * 10% + 20%, round down) of their internal fuel capacity. Fuel purchased during the equipment purchased and stored in jerrycans or trailers are unaffected by this rule. Roll separately for each vehicle in the group.

Ammunition: vehicles have 30-80% (1d6 * 10% + 20%, round down) of their listed ammunition on board at the beginning of the game. Only weapons listed on the vehicle card are affected by this rules. Weapons (and ammunition) purchased during the equipment purchases are not affected. Roll separately for each weapon system on the vehicle.



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