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SG2 Bunkers/Buildings rules(long)

From: Brian Burger <burger00@c...>
Date: Mon, 15 Jun 1998 17:03:17 -0700 (PDT)
Subject: SG2 Bunkers/Buildings rules(long)

The following are an expansion of the buildings & fortification rules on
pgs. 56 & 57 of the SG2 rules, filling in some of the gaps in those
rules
- mostly having to do with how buildings take damage differently from
vehicles. I've done a bit of testing of these, and they seem to work.
 
Constructive comments welcomed...

Bunker & Building Construction

These rules mostly just expand on SG2's existing building rules, on pgs.
56 & 57 of the book. Buildings are constructed like vehicles - they have
a
Size class and an Armour class, use the same rules for internal space &
weapons mounting as buildings, and are targeted like buildings, with the
following differences:

	-because they don't move, Armour class & building size are not
linked in any way. A massively constructed Size 2 pillbox could be
Armour
5, or a large Size 7 hanger could be Armour 1. 
	-the same goes for weapon mountings - if it'll fit inside the
building, it can go on it. Thus, a Size 3 bunker could mount an HKP/5,
although why you'd want to is another matter...
	-Infantry takes up a bit more space in bunkers & buildings,
however - there needs to be space to move around and fire properly, not
just sit on an APC's seats. Thus, each trooper in a bunker needs 1.5
spaces (3 spcs. for every 2 troopers). A squad of 8 needs 12 spaces,
etc.

Firing Slits: The firing slits of bunkers & pillboxes are, to some
extent,
necessary weaknesses in the structure. If a wall has a firing slit, it's
Armour class is one less than a solid wall in the same bunker. A bunker
whose solid walls are Armour 6 has firing slitted walls of Armour 5.

A bunker usually also has a door on one of the walls - this door does
not
weaken the armour of the wall, although it can be targeted separately
from
the bunker itself (see pg. 56 of SG2), and most armoured doors are only
Armour 2 or 3.

Blank walls (those without firing slits) obviously block the
line-of-fire
of the troops inside the bunkers. Small viewpoints can be assumed to
exist, making observation possible out that wall, but not fire.
Trade-offs
between all-around fire and stronger wall are obviously needed.

SHOOTING AT BUNKERS & BUILDINGS: (the part we've all been waiting
for...)

Bunkers & buildings are targeted exactly like vehicles, for most
purposes.
The major difference is that you target each wall of a building (or the
roof) because of buildings generally larger sizes. Damage is done a bit
differently, however.

Small Arms Fire vs. Bunkers/Buildings: as w/ targeting vehicles. MAJOR
success = suppression of squad inside. MINOR success = no affect. (You
can
blaze away a bunker or solidly constructed building for days with an
assault rifle and do damn little except use up ammo and occaisionally
scare the occupants...)

Other Fire: (Heavy Wpns, Inf. Plasma wpns, etc...) As w/ targeting
vehicles. DESTROYED result = Breached wall/roof. Chance of damaging
adjoining sections of building - roll attacking wpns. Impact vs. Armour
of
each adjoining section. DISABLED result = Breach in target section only.

Building occupants follow the vehicle occupant rules for casualties, pg.
39, with the above results.

If a building has more that half of it's sections (walls/roof)
destroyed,
the structure collapses - occupants get out on a 6 on d6, per trooper.
(or
referee's call depending on building type and circumstances)

CLOSE ASSAULTING STRUCTURES: (a good way to use up troops...)

Against UNBREACHED walls of BUNKERS: Defenders take Confidence test at
one
less than usual (+2 instead of +3, say.) Also Defenders get TWO die
shifts
up, for the ENTIRE DURATION of the close assault.

Against BREACHED walls of BUNKERS, through blown doorways/windows of
BUNKERS, or against regular civilian-type buildings: Regular morale
rolls,
Defenders get TWO die shifts up for FIRST round of close assault only.

(for these rules, a BUNKER is any solidly constructed building w/ firing
slits & armoured doorways; civilian buildings generally have actual
windows, and regular doors...as always, ref's call as to what's what, if
it's not obvious) (Also, it should be noted that you can't run close
assaults on solid walls of any sort of building - you either go in
through
regular doors and windows, or blow yourself a hole, or at worst have
firing slits you can chuck grenades into...)

(Urban combat eats troops - Stalingrad, etc. So does attacking undamaged
bunkers, which is usually a real desperate move...)

Rubble: A structure that is destroyed leaves rubble. As terrain, rubble
is
Poor going for all infantry types, Impassable for most vehicle types,
and
Difficult or Impassable for Tracked and Walker vehicles. (ref's call,
depending on the type of building forming the rubble, etc.). 
	For infantry in rubble, it is omnidirectional Hard Cover, and
blocks line of sight through it. (You can fire out of rubble, or at a
target inside the rubble, but not over the rubble to the other side.)

BREACHING CHARGES: I'll admit that these are the sketchiest parts of
these
rules. Basically, these are large limpet mines/shaped charges/satchel
charges, specifically designed to blow breaches through thick wall. They
need to be emplaced by infantryright on the surface to be blown, and
tentatively have the following stats: 1 action to emplace them,
"attacks"
chosen surface. Roll QUALITY die of emplacing squad & D12x4 'Firepower'
die vs. Armour rating of surface (d12 x Armour level). Effects as per
regular attacks, above.

Things I haven't covered: (ideas welcomed) - effects of fire (flames) on
buildings
-power supplies for bunker-mounted weaponry that needs it (HELs &
similar)
-internal, independent power plants (expensive but safe) or feed cables
from a central plant/local power grid (cheaper, but vulnerable...)
-the most entertaining method of breaching buildings of all: driving
large
(hopefully armoured) vehicles into walls at speed...

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