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Stargrunt II House Rules

From: Jerry McVicker <gmcvicke@w...>
Date: Mon, 7 Jul 1997 00:01:11 -0400
Subject: Stargrunt II House Rules

Yea!  This stuff is actually getting play tested here!	The breaching
system
is cool.  I've made some minor changes here and there and a big one on
the
Leader Loss Check.  I'm still looking for some other opinions on these. 
So
far, I think they work well but we're still debugging them.

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		<=5  one level lower  6> stays the same
2		<=2  one level lower  3-5 stays the same  6> one level
higher
3		<=4  stays the same    5> one level higher

Untrained -2; Green -1; Regular 0; Veteran +1; Elite +2

II.  Vehicle Infantry Overrun

An AFV (armored fighting vehicle) 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 in any terrain that does not impeded the movement of the
AFV.
An unit that is being overrun must take a Reaction Test  (with the
following
threat levels  Size Class 1-2: 0 , Size Class 3-4 :1 , Size Class 5 :2)
before the overrun occurs.  If the test is 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 and is NOT suppressed this turn.  This is a OPEN
die
shift and can modify the opponents quality die roll.  
If the overrunning  AVF fails its roll	there is no effect.  If the AFV
gets
a minor result , unit must take a Confidence test at the following
threat
level.	Mission Motivation:  LOW  3,  MED  1,  HIGH  0 AND gain a
suppression.  If the AFV scores a 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. Overrunning AFV's have an impact equal to
their
size die, (Class 1:D4  2:D6  3:D8  4:D10  5:D12).

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 equipped with some
sort
of close assault weapon.  This could be improvised such as  a molotov
cocktail or grenade bundle.  It could also be a specialized weapon, 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 Reaction Tests  at the following
threat level,  CO +0, ST +1, SH +3 and	Size Class 1-2 +0  Size Class
3-4 +1
Size Class 5 +2.   If passed,  the unit rolls combat movement and moves
into
contact with  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
OPEN die shift and can modify the opponents quality die.  
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  penetration time two.  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 impact (or less) 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 impact 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 down 1 class.   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.	When the wall is breached with
"explosives",
make a class 1 collateral attack on any unit opposite the breach.  Note,
this won't have much affect on any structure with high armor values but
it
depends on the impact 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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