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.
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.
ReplyDeleteThat 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!
Thanks for the positive feedback. Love hearing that.
ReplyDeleteI 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.
Oh awesome, good to know!
ReplyDeleteyou 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)
The code is not release-quality yet. I am working on re-vamping them with .Net and adding a GUI.
ReplyDeleteThe 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!