Assault Rifles:
Treat these as normal rifles as it is assumed all rifles are now semi or fully
automatic. For this reason there is also no longer any ‘Assault’ rule for
weapons or Fire & Manoeuvre for the US.
Enhanced Sights:
Assault Rifles with magnified sights have Range 30”, costing +1pt per man.LMG’s: All squad belt fed LMG’s get ROF 3 and the helper can now also fire his rifle. Magazine fed squad support weapons are treated as Automatic Rifles. LMG’s in squads without a basic rifleman to act as helper lose one ROF. NCO’s and grenadiers can’t be LMG helpers.
Under-slung Grenade Launchers: Fire indirect but need line of sight, HE (D2) Range 24”. Not team weapon.
Automatic Grenade Launchers: Fire indirect but need line of sight, HE (D2) Range 24” ROF = 2. Fixed Team or Vehicle weapon.
RPG’s: Treat RPGs
as Bazooka, LAW as Panzerfaust, Carl Gustav as Panzerchreck.
Guided Missiles:
act as Fixed Team weapons but with the stats of medium, heavy or super-heavy Antitank
guns depending on the weapon. They are Shaped Charge weapons. Guided Missiles
can’t fire at Close Range but don’t get the -1 to hit at Long Range. Guided
missiles need a Rally order to reload a launcher. Vehicles with multiple
launchers can reload them all with one Rally order.
Shaped Charge:
the -1 to hit still applies to unguided rockets (such as RPG’s) but not to
Guided Missiles. The long range Pen modifier is always ignored as normal for
Shaped Charge weapons.
Reactive and Chobam
Armour: Reduces the Pen value of Shaped Charge weapons by 1D6. Reactive
armour only works once per vehicle arc. Moral Checks: Shooting Moral checks must be taken each time the unit takes casualties when it’s at half or under the original squad size. This makes the modern game deadlier without the need to add lots of extra firing dice.
Body Armour: Increase
the Damage value by +1 at Long Range if wearing body armour. Costs +4pts per
man.
Medics: Medevac
rules? WIP
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