TGF. The Grunt Factor. Rules. By Dansk Figurspilsforening



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Transcription:

TGF The Grunt Factor Rules By Dansk Figurspilsforening

Introduction...4 Definitions...5 Ranges...5 Sighting...5 Command radius...5 Basic soldiers...6 General description of units...6 Normal unit configuration...6 Standard equipment...6 Specialists...6 FO (forward observer)...6 Medic...6 HMG...6 GL...6 RL...6 Sniper...6 Turn sequence...7 Actions...8 Actions possible in overwatch...8 Actions that one may break overwatch for...8 Move...8 Modifiers to movement...8 Jump...8 Go prone/stand...9 Aim...9 Fire...9 Climb...9 Hide...9 Overwatch...9 Suppression...9 Initiate close combat... 10 Open/close/lock/unlock... 10 Morale... 11 Morale checks... 11 Special morale checks... 11 Panic... 11 Recovering from panic... 11 Permanent effects... 11 Squad leader bites the dust... 11 Combat... 12 Ranged Combat... 12 To Hit your target... 12 To hit modifiers... 12 To damage your target... 12 Damage modifiers... 13 Close Combat... 13 Modifiers to attacking in close combat... 13 Special rules... 14 Parachute deployment... 14 Ideas to be implemented... 15 Armory... 16 Pistol... 16 Machine Pistol... 16 Sub Mahine Gun... 16 Assault Rifle... 16 LMG... 16 HMG... 16 Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 2 af 20

Mounted HMG... 16 Flare Gun... 17 Sniper Rifle... 17 50mm Mortar... 17 80mm Mortar... 17 120mm Mortar... 17 IG7.5 Infantry Gun... 17 Anti tank Gun... 19 Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 3 af 20

Introduction Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 4 af 20

Definitions - All ranges, movement etc. in centimeters - Dice used : 20 sided - CC = Close Combat - RC = Ranged Combat - LD = Leadership - AC = Actions - ST = Strength - MV = Movement range per action - A = Armor/stamina - S = Size - Pts = Points cost Ranges CC PB SR MR LR ER - 0-20 20-40 40-70 70-110 110-140 Sighting Max normal sighting 60cm Fog/dense rain 30cm Night sighting 15cm Sighting through light forrest/jungle 15cm (halved when night or fog/rain) Sighting through dense forrest/jungle 9cm (halved when night or fog/rain) Command radius from squad leader 18cm (from section leader 60cm) Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 5 af 20

Basic soldiers CC RC LD AC ST MV/act A S Pts Untrained 4 4 6 2 5 9cm 5 2 10 Green 6 6 8 3 6 9cm 6 2 15 Regular 7 7 9 3 7 9cm 7 2 17 Veteran 8 8 10 3 8 9cm 8 2 20 Elite 10 10 13 4 8 9cm 9 2 25 CO - - +1 - - - - - +5 General description of units For other periods( WWI/II) see the period appendix. In these rules we will use the science fiction setup Normal unit configuration 1 Sergeant 1-11 soldiers (Up to 1 HMG, Up to 1 GL, Up to 1 RL) For every specialist you need at least 2 normal soldiers Standard equipment Sergeant Soldier HMG spec RL spec. GL spec. : Assault Rifle : Assault Rifle : Heavy Machine Gun : Rocket Launcher : Grenade Launcher Specialists FO (forward observer) Each FO must be a part of an artillery team (mortar or offboard art.). A FO can handle a maximum of 2 artillery pieces. Medic HMG A HMG specialist is trained in the use of a HMG and is the only person able to fire the weapon. GL RL Sniper Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 6 af 20

Turn sequence 1. Roll a dice each and add the highest LD value from each of your armies. The player with the highest result chooses who will be start this turn. If more than two players are present, the turn sequence will follow the value of the dice rolls in descending order. 2. Player A picks a miniature from the chosen squad and uses all the actions that miniature has. 3. Player A repeats #2 with all the miniatures in the squad 4. Player B chooses a squad to activate 5. Player B picks a miniature from the chosen squad and uses all the actions that miniature has. 6. Player B repeats #5 with all the miniatures in the squad 7. Player n chooses a squad to activate 8. Player n picks a miniature from the chosen squad and uses all the actions that miniature has. 9. Player n repeats #8 with all the miniatures in the squad 10. Go to step #2 as long as there are unactivated squads left on the table. If on player runs out of squads, the other player finishes all his squads before proceeding to next turn. 11. Go to step #1 Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 7 af 20

Actions During a soldiers turn - Move - Jump - Go prone/stand - Aim - Fire - Climb - Hide - Overwatch - Suppression - Initiate close combat - Open/close/lock/unlock Actions possible in overwatch - fire - move - go prone/stand Actions that one may break overwatch in reaction to - move - fire - go prone/stand - climb - jump - initiate close combat - Open/close/lock/unlock Move When moving the individual soldiers you have to the terrain into account. Modifiers to movement Obstacle Streams, forrest, bush Obstacles < miniature height Obstacles > miniature height Closed (not locked) door/window/hatch etc Rubble etc. Prone Hide Penalty ½ MV 1 action use climbing rules/otherwise impassable 1 action ½ MV 1/3 MV 1/3 MV Jump This action illustrates the soldier jumping (or falling) from or to a different height. After deciding how high the jump was crossreference with this table to see if the soldier takes damage: Height Damage 5-9cm 4 9-18cm 7 18-27cm 10(x2) 27-36cm 13(x2) 36-45cm 16(x3) 45-54cm 19(x3) Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 8 af 20

Go prone/stand It takes one action to gro prone or to stand up from prone position. While prone the soldiers movent is reduced to 1/3 of the original speed. Aim A soldier can spend 1 action aiming at his target. This will give him +3 RC while firing at the target. If the target is killed after the first shot the last action, if spent firing at another target will NOT have the +3 modifier. Fire target priority: - A unit must fire at the neares closest unit within short range. - If there is no enemy unit within short range, the squad may fire at whatever it pleases. To hit targets more than 60cm s away a succesful LD roll must be made. Climb The miniature might want to climb somewhere and can use one action to climb 3cm s. After each spent action the player will have to roll 1d20. If the result is a 19 or 20 the miniature falls to the ground sustaining damage following this table: Height Damage 0-9cm 4 9-18cm 7 18-27cm 10(x2) 27-36cm 13(x2) 36-45cm 16(x3) 45-54cm 19(x3) Hide A unit may try to hide when out of LOS from any enemy units. A hidden drops from hidden status when one from the hidden squad fires or an enemy unit comes within LOS (this could be as little as 9cm if the hidden unit is located in a forrest. The movement value is reduced to 1/3 while moving as hidden. Overwatch A unit may as its last action attempt to switch into overwatch mode. This require the squad to make a successfull LD check against their leaders LD value. Paniced or suppressed units may not attempt overwatch. Suppression To suppres an area the whole unit must fire at the same time ie. spending 2 simultainous actions. The actions must be performed as the last actions by the squad. The suppressed area will cover 10x10cm. Any miniature entering, leaving, moving inside the area will suffer 1 strength (* hit per action spent. Movement inside the area is halved and takes a succesful LD roll to do. Panicked units will NOT be able to move while suppresed. The LD value is reduced by 1 for each strength point after the first 2. * the strength of the suppresion area is calculated this way: - add ½ point for each normal tropper in the squad, 2 for each lmg/hmg and 7 for each mounted hmg - subtract/add any modfiers (cover, etc.) - halve the value when firing against hidden units - round the result up Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 9 af 20

Initiate close combat This action equals a move action but is used to bring the soldier into base contact with an enemy soldier. Open/close/lock/unlock This action allows a soldier to open or close a door/window/hatch etc. Locking or unlocking something requires the soldier to be in possesion of the appropriate key. Scenarios might demand that more than one action is spent. Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 10 af 20

Morale Soldier outside command radius: - CC, RC, LD = ½ - Soldier must use his own halved LD value when rolling for LD. - Morale checks The unit must pass a morale check immidiately if : - more than 25% of the squad is killed at the same time (i.e. by fire from the same enemy squad) - the unit loose more than 50% of original size - the leader is killed - a friendly squad (with originally at least 5 soldiers in it) in LOS is annihilated A unit that fails its moralecheck becomes panicked! Special morale checks - more than 10 hits are scored on the squad by the same enemy squad. If this check fails the squad must fall back 10cm away from the firing squad. (It doesn t matter if the player saves the hits or not) - Panic Panic results int the following: - the squads CC,RC is halved, rounding down - the squad may not advance on enemy units - may not engage close combat - must seek cover (if this cover lies within 6cm of the squad or in a direction leading away from enemy troops). If no cover is available the squad will go prone and stay put! Recovering from panic The squad must make a succesful leadership test to shake of the panic. If there is an enemy in LOS there is a 2 modfier to their leadership value. If the squad is under fire there is a 4 modfier to their leadership value. These effects are NOT cumulative. The leadership test must be made against the leaders LD value. Soldiers out of command range use their own LD value (which will be halved because of the distance to the leader) Recovering requires the squad to simultaniously spend 3 actions, giving them 1 chance per turn to recover. Permanent effects If a squad is reduced to 1/3 of its original size, the unit has been so damaged that it may no longer move closer to any visible enemy! This does not count for Elite troops and HW teamsm which normally operates in small numbers. Squad leader bites the dust When the squad leader is killed the closest miniature gets the stribes (if you have painted a coporal use him instead). The new leader does not inherit the +1 LD, so the whole squad is using the same LD as normal soldiers. Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 11 af 20

Combat Ranged Combat To Hit your target To resolve ranged combat use the following procedure: - start with the firing models RC value - add all modifiers for range, aiming etc. - subtract modifiers for range, cover, panic etc. The result is the actual RC value for the shot to be fired. Roll a D20. If the result is lower or equal to the modified RC value the shot hit. Example: Marine (RC 7) with assault rifle (+2 in short range) firing at target in short range. The target is covered more than 50% (-1 RC). The modified RC is 7 (RC) + 2 (S.R bonus for rifle) 1 (cover modifier) = 8 The marine player rolls a 6, enough to hit his target. To hit modifiers Target prone Target covered 25-50%* Target covered 50-75%* Target covered more than 75%*/(a) Forrest (target less than 3cm away from treeline) Forrest (target more than 3cm away from treeline) Crest** (target less than 3cm away from crest) Crest** (target more than 3cm away from crest) Night Aim For each 10cm higher than target (up till 30cm)*** For each 10cm lower than target (up til 30cm) Tracer rounds (only night) -1 RC -1 RC -2 RC -3 RC -1 RC -2 RC -1 RC -2 RC -2 RC +3 RC +1 RC -1 RC +2 RC * not cumulative with the other % rules (a) this covers firing at targes standing behind firingslits etc. in bunkers and the like. **crest: can also be roofs, rocks etc. *** this negates the targets eventual modifier for being prone. To damage your target Base value = 10 The dice roll is based on the base value, adding or subtracting the difference between the damage and armorvalue. If the damage is the greatest subtract the difference from the base value, otherwise add it. The roll has to be lower or equal than the modified base value. Damage = 8 Armorvalue = 8 Save = die roll of 10 or less Damage = 10 Armorvalue = 8 Save = die roll of 8 or less Damage = 6 Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 12 af 20

Armorvalue = 8 Save = die roll of 12 or less Damage modifiers Target behind soft cover Target behind hard cover Less than 3cm from treelines in a forrest (softcover) More than 3cm from treelines in a forrest (softcover) Less than 3cm from crest* in a forrest (hardcover) More than 3cm from crest* in a forrest (hardcover) -1 Dam -2 Dam -1 Dam -2 Dam -1 Dam -2 Dam *crest: can also be roofs, rocks etc. Close Combat Modifiers to attacking in close combat Target positioned higher than attacker Target positioned lower than attacker Target prone Target behind cover For each friendly unit participating (up to +3) -1 CC +1 CC +1 CC -1 CC +1 CC Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 13 af 20

Special rules Parachute deployment 1st option : Deploy no more than 18 cm from tableedge and no closer than 36cm from known enemies. 2 nd option : Mark a droppoint. Now roll a dice against each soldiers LD. If the roll fails, the soldiers new droppoint will be 1d20cm in?? direction. If the roll succeds the soldier lands at most 6cm from the droppoint. Both options leaves the soldiers with no more actions left. Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 14 af 20

Ideas to be implemented - vehicles - bunkers - flamethrower - hand grenades - demolition charges - artillery 30x60cm field with DAM7 and suppresion effects as suppression! o Place spotter round 3 actions o Place barrage 3 actions o Lift barrage 3 actions o Move barrage 3 actions Barrages needs at least a command unit + succesful LD check for ever artillery action (1 per 3 actions) Barrages needs a Forward Observer Barages auto deviates!!! - Minefields! o Use with GM only or with neutral fields (i.e. no player knows which counters is mines or which is dummies) o Place mines + 50% dummy counters - Joining/splitting squads - Command vehicles/units gives LD bonus (and may be required for large forces) - Weather conditions o Rain o Heavy rain o Snow o Heavy snow o Fog o Dense fog o Sand storms o Storm o Sun o - movement modifiers o carrying wounded comrades (implies that there need to be some sort of woundhandling) o travelling on roads etc. - small squad playability??? 4-5 men per squad! - ambush - medic stuff - Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 15 af 20

Armory Pistol +2 8 +2 8 +1 8 - - - - - - Type: Direct fire Special rules: none Machine Pistol +2(x2) 8 +2(x2) 8 +1(x2) 8 - - - - - - Type: Direct fire Special rules: none Sub Mahine Gun -1 9 +2(x2) 9 +1(x2) 9-1 8 - - - - Type: Direct fire Special rules: none Assault Rifle -2 10 +2 10 +1 10 0 10-2 0 - - Type: Direct fire Special rules: none LMG -3 11 +3(x3 11 +2(x2) 11-1 11 - - - - Type: Direct fire Special rules: none HMG -4 13 +3(x3) 13 +2(x2) 13-1 13 - - - - Type: Direct fire Special rules: none Mounted HMG - - 0(x2) 13 +3(x3) 13 +2(x2) 13 0(x2) 13-2 11 Type: Direct fire Special rules: none Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 16 af 20

Flare Gun - - - - 0 - -2 - -4 - -6 - Type: One-Handed, Inderect Fire, Ranged Template Special rules: natte halløjsa!!!!!!!!!! XXX Sniper Rifle -3 10 +2 10(x2) +1 10(x2) 0 10(x2) -1 10(x2) -3 9 Type: Direct fire Special rules: none 50mm Mortar - - - - 0 9(x2) -2 9(x2) -3 9(x2) -4 11 Type: Indirect fire, Small Explosion Template Special rules: Needs FO (forward Observer) to fire indirect. FO must be in LOS of target. To activate mortars the FO must make a successfull LD check: Success in first action = 3 firing actions from each mortar Success in second action = 2 firing actions from each mortar Success in third action = 1 firing actions from each mortar 80mm Mortar - - - - 0 11(x2) -2 11(x2) -3 11(x2) -4 11 Type: Indirect fire, Small Explosion Template Special rules: Needs FO (forward Observer) to fire indirect. FO must be in LOS of target. To activate mortars the FO must make a successfull LD check: Success in first action = 3 firing actions from each mortar Success in second action = 2 firing actions from each mortar Success in third action = 1 firing actions from each mortar 120mm Mortar - - - - 0 12(x3) -2 12(x3) -3 12(x3) -4 12(x2) Type: Indirect fire, Large Explosion Template Special rules: Needs FO (forward Observer) to fire indirect. FO must be in LOS of target. To activate mortars the FO must make a successfull LD check: Success in first action = 3 firing actions from each mortar Success in second action = 2 firing actions from each mortar Success in third action = 1 firing actions from each mortar IG7.5 Infantry Gun - - - - -5 11(x3) -4 11(x3) -3 11(x3) -3 11(x3) Type: Large Explosion Template Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 17 af 20

Squad: 3 Crew 1 Sgt Special rules: Turn 90 : 2 Troopers simultanous spending 2 actions Aim : 2 Troopers simultanous spending 2 actions Fire : 1 Troopers spending 1 action (eq 1 shot per round) Load : 2 Troopers simultanous spending 1 action Move : 4 Troopers simultanous spending 1 action eq ½ move. Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 18 af 20

Anti tank Gun - - - - -5 11(x3) -4 11(x3) -3 11(x3) -3 11(x3) Type: Armour Piercing Squad: 3 Crew 1 Sgt Special rules: Turn 90 : 2 Troopers simultanous spending 2 actions Aim : 2 Troopers simultanous spending 2 actions Fire : 1 Troopers spending 1 action (eq 1 shot per round) Load : 2 Troopers simultanous spending 1 action Move : 4 Troopers simultanous spending 1 action eq ½ move. Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 19 af 20

CC RC LD AC ST MV/act A S Pts 9cm +cc +pb +sr +mr +lr +er CC RC LD AC ST MV/act A S Pts 9cm +cc +pb +sr +mr +lr +er CC RC LD AC ST MV/act A S Pts 9cm +cc +pb +sr +mr +lr +er CC RC LD AC ST MV/act A S Pts 9cm +cc +pb +sr +mr +lr +er CC RC LD AC ST MV/act A S Pts 9cm +cc +pb +sr +mr +lr +er CC RC LD AC ST MV/act A S Pts 9cm +cc +pb +sr +mr +lr +er Seneste rettelse: { SAVEDATE \@ "d MMMM åååå 'kl.' HH:mm" } Side 20 af 20