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Stargrunt II House Rules

From: Jerry McVicker <gmcvicke@w...>
Date: Tue, 1 Jul 1997 01:44:48 -0400
Subject: Stargrunt II House Rules

Let me know what you think.
These have been pseudotested.  I'd like to see some of you put them
through
their paces.

Stargrunt II   House Rules Testbed
by:  Jerry McVicker

I. Leader Loss Check

The leader loss check seems to favor the level of the leader that got
waxed.
I tend to think that leader levels will gravitate more toward the middle
when squad leaders are getting fragged.  Level 1 leaders should be a
rare
find except in all but the most elite troops.

LV of fallen leader	Roll and Result
1		1-5  one level lower  6 stays the same
2		1-2  one level lower  3-5 stays the same  6 one level
higher
3		1-4  stays the same    5-6 one level higher

II.  Vehicle Infantry Overrun

An AFV may move through an enemy infantry position by using "Vehicle
Overrun" VOR.	An AFV must declare combat movement and pass through the
enemy unit.  A VOR may only be attempted in open ground or any terrain
that
does not impeded the movement of the AFV.   An unsuppressed unit that is
being overrun must take a Leader Check	LC before the overrun occurs,
with
the following modifiers (Size Class 1-2 +0  Size Class 3-4 +1  Size
Class 5
+2), if failed the unit becomes suppressed.  The AFV making the overrun
then
rolls a quality die and a vehicle size die (Class 1:D4	2:D6  3:D8 
4:D10
5:D12).  The unit being overrun rolls a Quality die, shifted down one if
suppressed, shifted up one if IP, shifted up one if the unit is in
"field
defenses", shifted up one if the unit has NOT moved this turn.	This is
a
CLOSED die shift.  If the overran unit is not beaten in its roll , there
is
no effect.  A Minor result , unit must take a Confidence test at the
following  Mission Motivation  LOW +3  MED +1  HIGH +0 AND gain
suppression.
Major Result, check for casualties by adding the two dice and dividing
by
the defenders die type AND suffer the results of a Minor Result.

III.  Infantry Vehicle Close Assault

In desperation an infantry squad may elect to close assault an armored
vehicle.  Before attempting this, the unit must be equiped with some
sort of
close assault weapon.  This could be improvised such as  a molotov
cocktail
or grenade bundle.  It could also be specialized, like an anti-tank
magnetic
mine or a powerfield axe that can cut through steel.   Either way the
squad
must be equipped with the item.  Close assaulting a vehicle can be a
squads
only action that turn.	 The squad declares the close assault attempt
and
must pass a Leader Check LC at the following mission motivation.  LOW +3
MED +1	HIGH +0 : Size Class 1-2 +0  Size Class 3-4 +1	Size Class 5 +2.
If passed the unit rolls for combat movement and moves toward the
vehicle.
If it fails the unit gains suppression.   Once the unit contacts the
vehicle
they must roll their quality die and a vehicle class size die (Class
1:D4
2:D6  3:D8  4:D10  5:D12).   The crew of the vehicle rolls a quality
die,
shifted up one if the vehicle has moved this turn, shifted down two  if
the
vehicle is in urban, wooded or rough environment, shifted down one if
the
vehicle crew is suppressed.  This is an CLOSED die shift.  
If the assaulting unit fails to get a result, the unit is immediately
gains
a suppression in its current spot.  A minor result, check for
penetration of
weapon.  A major result, check for double penetration.	If the AVF is
DESTROYED, immediately raise the Confidence Level of the assaulting
squad
one level.  Check for any other friendly units in LOS of the action as
if a
Medivac mission had been accomplished.	
I recommend any improvised AT weapons have D8 (or less) penetration and
specialized ones have a D12.

IV.  Breaching Buildings

Some Sci-Fi genres have weapons for breaching holes in buildings and
such.
We do this in Stargrunt II.  This is great for shipboard actions,
hostage
rescues,  quick assault missions, etc.	 Any unit carrying a breaching
weapon, powered axe, molecular chainsaw, explosives,  must move up to
the
wall/building/door they wish to breach.   Breaching a wall counts as a
firing action.	 Roll a penetration die vs. the building/structure/door
armor value.  If you beat the score you have created a small hole and
may
try again next action but you may shift the armor die down 1 type.   If
you
double the score on the armor die, a hole big enough for a man sized
figure
is made an you may pass though freely.	 Note, this won't have much
affect
on any structure with high armor values but it depends on the
penetration
die of the item being used.

Jerry McVicker	

"Don't worry soldier, weapons will be available in a moment."

"I buy my supplies at..."
Blackwind and Raddix Gaming
http://www.imagixx.net/~bnrgames
bnrgames@imagixx.net

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