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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