[GZG] [SG2] Ammo rules

1 posts · Apr 13 2006

From: Sutherland <charles@n...>

Date: Thu, 13 Apr 2006 15:36:06 -0500

Subject: [GZG] [SG2] Ammo rules

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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lHello all,

A friend and I are working on a conversion of SG2 to WW2. We would like to
have ammo as possible consideration. Here is what I have so far. Seems to work
reasonably well. Better quality troops dont run out of ammo as fast as greener
troops and does not add to much extra stuff to the game play.

Critique and comments are much aprreciated.

Ok minimal bookkeeping ammo rules for SG2.

In one off games no need as everyone is fully supplied and ready to go. This
rule would only come into effect if a unit proceeds from one scenario to
another with no chance for resupply or the scenario states that the troops are
in a poor supply situation.

There are 3 levels of low supply from 1 to 3. If this is the second game of no
supply the rating would be 1 and would increase by 1 for each game played
until resupply is achieved. Depending on the level of resupply it will drop it
from 1 to 3 points.

When rolling for attack if the quality die rolls the low supply number
(1-3)
someone in the squad has run out of ammo and may not fire until a
"resistribute ammo" or "resupply" (reorganise) action has been conducted
successfully. When rolling to determine who runs out of ammo roll randomly
amongst the figures firing in that action and the weapon that trooper is using
for that fire action is out of ammo. Crew servicing support weapons count the
support weapon as out of ammo.

Redistribute Ammo - Conducted with a reorganise action. The threat level
to successfully resupply is the current low supply number for the squad.
Troopers share ammo, scrape and scrounge for a few extra rounds. Ammo was
typically spread amongst the squad for all weapons used in the squad so all
weapons will be resupplied. Each time this is conducted the low supply number
increases by one whether the leadership check was successful or not.

Resupply Ammo - Conducted with a reorganise action.  Troopers receive
new ammo. No check is required. A squad must receive one supply chit to lower
it's supply level by one. Mutliple levels can be dropped in one action if
enough supply chits are available. A trooper can carry 1 supply chit but
counts as encumbered. 2 supply chits takes up one cargo space in a vehicle.

OPTIONAL -

-  If you want to have ammo a concern in the first scenario you can have
a squad move to a low supply of 1 when any 2 dice are a one when rolling to
attack.

Conserve ammo - Reduce all firepower dice by one level and for that
attack only the supply number is reduced by one.

Throwing Lead - Increase the firepower by one level but the supply
number is increased by 2 for each die increased for that attack only.