Stargrunt II House Rules

2 posts ยท Jul 1 1997 to Jul 7 1997

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.

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.