Monday, June 10, 2019

0067 - House Rules


 What would a roleplaying game without house rules. Here are a few I use reguarly in my campaigns.

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.

Buying Food & Fuel

During the character generation process, food and fuel may be purchased. The following table provides the price of food and fuel for this process only. During the game, the price for both food and fuel will vary with supply and demand. The table below may be used as a reference.


Food Type
Price / kg
Availability
Daily Requirements/person
MRE
$8
(S/S)
1.5kg
Soviet Field Rations
$6
(S/S)
1kg
Domestic
$5
(C/C)
2kg
Wild food / grain
$3
(V/V)
3kg



Fuel Type
Price / l (or kg)
Availability
Consumption Multi.
Gas
$50
(R/R)
x1
Avgas
$80
(R/R)
x1
Diesel
$45
(R/R)
x1
Ethanol
$15
(C/C)
x3
Methanol
$10
(C/C)
x4
Wood
$5
(V/V)
-
Coal
$15
(S/S)
-

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.

Contacts

The game assumes that the majority of the characters are far from home, fighting on foreign soil. Long-range travel has become extreme rare and it is very unlikely that the characters will encounter someone they met in college. For this reason, contacts are not rolled during the character development process. Rather, the referee will assign contacts as he/she deems fit.

Rule Clarification (Autogun)

The skill Autogun is used when firing large automatic weapons. This includes vehicle- and trailer-mounted auto cannons. Large caliber, non-automatic direct fire weapons, such as tank guns, are fired using the skill Large Caliber Guns.

Head and Chest Shots

All head and chest shots do double damage. This in addition to any other effects that they may have. A “quick kill” roll on PCs is now mandatory and if successful, doubles the damage yet again.

Outstanding Success and Catastrophic Failure in Combat

All outstanding successes in combat cause double damage.
Catastrophic failures in fire combat may lead to a jam. In order to avoid a jam, the character must roll a Difficult roll against the appropriate weapons skill. A roll of 20 automatically results in a jam. This applies to all weapon systems with a feed system and due to the lack of proper maintenance, this also applies to large caliber guns and autocannons as well as automatic grenade launchers.

4 comments:

  1. Love this blog, it's been really interesting to see the utilization of a GM Emulator for a Solo game and is something I'm looking at doing myself.

    That said, I know the rules for v2.2 have a good encounter system, but how are you generating the weapons for each encountered individual? Do you have a number of tables to do so? Or am I missing it in the v2.2 rulebook?

    Obviously 'military small arms' should be more powerful than civilian equivalents, but I noticed the weapons you generated for each encounter really seemed to fit the bill, particularly the primitives!

    Any help you might have in such things would be greatly appreciated!

    ReplyDelete
  2. Thanks for the positive feedback. Love hearing that.

    I use a progam I wrote in Java to determine the equipment. It has a list of equipment and randomly selects a weapon of the appropriate category. It also determines, randomly, things like ammunition and if they have grenades or melee weapons, etc.

    The basis for the unit statistics is the version 2, with the percentages of the NPC categories (Experienced, Novice, etc.) determined randomly an adding a leader of a higher category. The leader motivations are determined randomly as per the v2.2.

    ReplyDelete
  3. Oh awesome, good to know!
    you wouldn't be willing to release the source code of that java program would you? :-)

    Just kidding! (sort of)

    I think I found an Excel spreadsheet that randomly selects weapon types and equipment, just not specific weapons, so I can generate whether they have an Automatic Pistol or an Assault Rifle, I just need to look at that and figure out how to extend that to pick an Assault Rifle from an appropriate list I guess...

    Either way, have loved following this 'story' through! (although personally I think I'm going to stick with v2.2 rather than move to FL 4.0 as I'm not as much of a fan of the rules)

    ReplyDelete
  4. The code is not release-quality yet. I am working on re-vamping them with .Net and adding a GUI.

    The excel sheet to randomly select weapons should work fine to and I have been thinking about much the same thing myself as a quick-an.dirty solution.

    The story continues on for while, victories and losses included.

    Thanks for the positive feedback!

    ReplyDelete