The group of us who play Stargrunt II have added various house rules to modify SG2 to our liking; most of these rules are identical to our DS2 rules, so they're left on the DS2 Rules page.
Semi-Autonomous Combat Systems has just been added here. I'm also hosting Wayne Pollard's
Mounted Infantry in SG2 rules.
INDEX:
Semi-Autonomous Combat Systems,
Mounted Troops in SG2,
Cascading Morale,
Industrial Accidents & Firefights,
Expanded Bunker & Building Rules, Mk 2
Semi-Autonomous Combat System (SACS)
Fixed (sentry guns a la 'Aliens' movie) or Mobile (mini-tanks a la 'X-Com' computer
game). (F-SACS or M-SACS)
Target as Size 1 point targets for both Fixed & Mobile.
Design:Fixed and Mobile SACS can mount any TWO SAW-type
weapons, or any ONE of the following: any Class 1 heavy weapon, GMS/L or GMS/H.
Firing is as normal for vehicle-mounted weapons. Most SACSs will be SUP or EHN
systems. SAW-mounting SACSs will roll Quality as VET (d10) plus one Support die per
SAW. E.g. a twin Gauss SAW SACS will roll 3 d10s.
M-SACSs can be any Mobility type. Tracked and Grav are the two most commonly
used Mobilities.
SACSs of both types have d10 Armour. F-SACS can be armoured up to d12 Armour;
they can also be designed to retract into bunkers. While deployed in firing position, such
F-SACS have either d10 or d12 Armour depending on design; when retracted, they are
protected by the armour of the bunker housing them, but cannot fire. It takes 1 action to
extend or retract such an F-SACS system.
SACSs do not get the usual 'free' SAW of other vehicles, only the weapons specified
in their design.
Command & Control: SACSs are independent units, forming
'squads' of one or possibly two units. SACSs do not have Confidence levels, nor do they
take Suppression markers from fire. SACSs can be activated during the regular turn
sequence if desired, or left to engage targets on their own. For other applicable rolls,
SACS are Leader 1s, and should be given any color 1 chit for recordkeeping.
M-SACS on independent activation can move half their regular movement (6" or d12)
with one or both of their actions.
SACS on independent free fire will fire at the
END of all other
activations.
ALL SACS WILL ALWAYS ENGAGE THE NEAREST TARGET TO
THEM, modified by the following rules, and if two targets are at equal range,
use the following rules. If two identical targets are at identical ranges, determine target
randomly.
- SAW-equipped SACS will target infantry over light (Size 1 and 2)
vehicles, and those over larger vehicles.
- Gun-equipped SACS (those with Size 1 weapons) will engage light
vehicles and infantry equally (random roll if needed), and those over larger vehicles.
- GMS equipped SACS will engage larger vehicles over lighter ones. They
are incapable of engaging infantry, and will not do so.
There is one last way to activate SACS: as part of an infantry squad's activation, with
the SACS acting as a squad SAW. Both the infantry & the SAC System have to have LOS
to the same target. The squad takes a Communication action as it's first, then a Firing
action. If the Comm roll is passed, the SACS adds it's Support die to the squad's fire, and
both are then finished as usual. (The Reorg action represents the squad leader's
communications with the SACS AI system, and sharing of targeting information)
Limited Ammunition: Man-portable F-SACSs could have limited
ammunition available in some scenarios. How limited depends on referee's decision - I'd
say four to six chits, each of which is one Firing action. As a carrying load, I'd say such an
F-SACS would be an Encumbering load for three or four troopers.
Building-mounted F-SACSs or regular M-SACSs wouldn't normally have ammo
limits, save maybe for GMS units. If GMS/P equipped M-SACSs are used, they can only
mount 1 GMS/P, but ignore or increase ammo limits.
Models: There are a couple of 25mm Sentry Guns, and otherwise
they'd be good scratch-building or kitbashing projects. For a mobile system I'd be inclined
to start with a largish 6mm tank chassis , and replace the turret - I'd think more of these
systems would be open-mount type things, for weight saving.
John Crimmins wrote:
There was a pack of true 25mm Sentry Guns produced by Leading Edge
Games. Not bad figures, but kinda drab. They do not look much like the
ones from the movie. Grenadier/Scotia/etc. produced some Resin SGuns
for the Kryomek line. These look more like permanent installations than
anything else, but they are VERY nice indeed. And just last week, I saw
a pack of SGuns for White Wolf's "Trinity" line. Excellent sculpting,
though they may be a bit big for some--they are 28mm scale. I'm
certainly going to get a few packs, though, for use with my Grenadier
"Future Warriors". Lastly, didn't GZG produce some mobile SGuns? I have at least one
of them--a Gatling Gun mounted on a small hover chassis--and I seem to
remember a GMS version, as well.
It sounds like 15mm Stargrunters are out of luck for the moment - it's scratchbuilding
or go without for us. Fortunately, I like scratchbuilding and kitbashing, so I'm modifying a
spare 6mm grav MBT chassis into a single-SAW mounting M-SACS. I'm also going to
get ahold of some larger grav or tracked tank hulls and make slightly larger M-SACS.
Scratchbuilding F-SACS (sentry guns) will take a bit longer - some open-mount sentry
guns first, then later bunker-mounted emplaced guns when I finally get started on
buildings.
Brian Burger (thanks to GZG-L members as well)
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Mounted Troops in Stargrunt II
Wayne Pollerd
In the following rules these term should be taken as:
- Mounted infantry should be taken to mean an infantry squad riding
small, unarmed one man vehicles, used mainly to enhance the moblity of the unit.
This can include things like motor bikes, grav powered bikes or even jet
skis.
- Dismounted infantry is a mounted infantry squad that has gotten off
their bikes.
MOBILITY
Being mounted on a bike gives mounted infantry a basic move of 12 and a
combat move of D12 x 2. The mobility type of the bike (ie. Grav powered,
high-mobility wheeled, etc) is used to determines the effects of terrain on the
movement of a mounted infantry squad. In the case of grav powered bikes,
the power plant is not powerful enough to allow them to use high mode
movement or popup attacks. (This keeps the production costs down). When
encumbered mounted infantry squads have a mobility of 10 and a combat move
of D10 x 2.
Dismounted infantry use the mobility and terrain modifications to movement of normal
infantry and when encumbered are effected as per normal infantry.
COVER
Mounted infantry squads can make full use of available cover but the
mobility type of their bikes will will often limit the type of terrain they
can enter. Mounted infantry squads can not go into position.
Dismounted infantry follow the same rules for cover and terrain
restrictions as regular infantry and if they go into position are assumed
to have moved their bikes into covered positions as well (ie laid them on
the ground).
PERSONAL ARMOUR
Due to the restrictive nature of powered armounr, only troopers wearing non
powered armour can be mounted on bikes. The norm is to wear partial light
armour.
DISMOUNTING / REMOUNTING
Mounted infantry can dismount during a reorganise action. The advantage of this is
that when dismounted they no longer have a range restriction on their weapons and they
can also use any IAVRs they may be carrying (See Fire Procedure below). Unless you
form a detached element the entire squad has to be either dismounted or mounted. While
dismounted the squad is treated like a normal infantry squad which allows them to leave
their bikes and move into buildings and other terrain that may have been impassible to
them while mounted. To remount, the dismounted squad must be move so that
all the dismounted figures and the bike models are within a 6" diameter
circle and then they need to perform a reorganise action.
MOVING BIKES ON FOOT
A dismounted infantry squad can move their bikes while on foot by the
simply pushing them and should be considered encumbered for movement
purposes while doing so. It takes one figure to move a single bike. Enemy
squads can also move unattended bikes in the same manner, though they will
have to deal with any guards first. If the dismounted infantry push their
bikes into terrain that would normally be prohibited because of the
movement type of the bikes, they can not mount their bikes again until they
leave this terrain.
FIRE PROCEDURE
Shooting at mounted infantry:
A mounted infantry squad is considered a size 1, dispersed target. The
fact that they are mounted on small one man vehicles does not make them
point targets. Hence when you shoot at a mounted infantry squad you use
the standard fire procedure for firing at a normall infantry squad. This
includes heavy weapons only getting an impact dice of a D8.
Shooting at dismounted infantry:
When shooting at dismounted infantry use the normal fire procedure for
shooting at a normal infantry squad and ignore the bike models. If a
dismounted squad takes casualties that result in the death of a trooper,
his bike will be left behind for latter salvage (assuming their side wins
the battle). See MOVING CASUALTIES for more details. While dismounted, a
mounted infantry squad is effected by all combat results as if they were a
normal infantry squad.
Shooting at bike models:
If a mounted infantry unit dismounts and then moves away from their bikes
there is a possibility that the opposing player will want to shoot at the
bike models. I would suggest that the bike models should not be considered
a valid target but if you must shoot them, then treat each bike as an
individual point target with armour 0 (D6). This means it will take a
number of separate fire actions to destroy all the bikes and this is time
you should really have been using to deal with the dismounted riders instead.
Mounted infantry shooting:
Due to the need to concentrate on manoeuvring their bikes across the battle
field the mounted infantry do not have a lot of time to aim at distant
targets. In fact a lot of their fire is just pointing their weapons in the
general direction of the enemy and letting rip with a burst of fire, making
it inaccurate at anything over close range. Hence mounted infantry weapons
can only be fired at close range (within one range band). Due to the need
to use one hand to steer and the fact that anything other than small arms
is too cumbersome to carry and use on a bike, mounted infantry can only be
armed with infantry small arms (No heavy weapons or support weapons). Theone
exception to this is that mounted infantry may carry IAVRs strapped to
their bikes but the IAVRs can only be fired when dismounted.
Suppression:
When a mounted infantry unit first receives incoming fire the troopers will
do one of two things. If the fire is light and inaccurate the normal
response is to hunch down low and gun the bike's engine so as to quickly
remove themselves from the fire zone. If the troopers judge the fire to de
too dangerous to continue they will instantly bring their bikes to a sudden
halt and quickly take cover on the ground, normally behind their recently
vacated bikes. This has become know, rather affectionately amongst mounted
infantry units, as a 'crash dismount'. On the other hand normal leg
infantry call it 'cowering in the dirt and hugging your bike like a long
lost sweetheart' but everything depends on your point of view. A crash dismount is not
meant to be a new action just a nice descriptive
term for the result of failing the reaction test.
To see what your mounted infantry squads reaction to incoming fire is you
should make a reaction test with a threat level based on the number ofsuppression
counters it has. The threat level is +2 for the first counter
and +4 for the second counter. If a mounted infantry squad gets a third
counter they automatically perform a crash dismount with no reaction test
being made. If a mounted infantry squad suffers a casualty from incoming
fire they will also perform an automatic crash dismount again without a
reaction test being made.
If a mounted infantry squad passes the reaction test to stay mounted they
can continue to perform movement and leadership actions while affected by a
suppression counter but no fire actions. They can also perofrm a
reorganise action if they are in cover. Suppression counters can be
removed as normal. A dismounted infantry squad and one that has performed
a crash dismount are affected by suppression counters like a normal
infantry squad and cannot remount until all its suppression counters have
been removed.
A mounted infantry squad can only perform a close assault action if it
currently has no suppression counters. See CLOSE COMBAT for more
information about mounted infantry performing a close assault.
Suppression information about mounted infantry performing a close assault:
Suppression counters effect a mounted infantry squads ability to perform final
defensive fire during a close assault in exactly the same way as they
effect normal infantry and final defencive fire is the only way a mounted
infantry squad can perform a fire action while affected by a suppression.
Casualties:
Casualties are determined for mounted infantry squads in the same manner as
when firing at a normal infantry squad (ie. the fire needs to be fully
effective and the firer needs to beat the armour dice of the trooper with
his impact dice). If you get a kill result in it is assumed that you have
hit and penetrated the fuel tank / engine compartment resulting in a
spectacular explosion and crash that kills any riders. If you get a
wounded result it is assumed that you have damaged the bike causing it to
crash and in the resulting crash the rider is also wounded.
Treatment & Movement of Casualties:
During a reorganise action it is assumed that the squad members attempt to
treat any casualties as well as attempting to repair damaged bikes. Roll
a D6 for administering to the wounded as usual. If the roll results in a
full recovery it is assumed that the squad members also manage to get his
bike back into running condition. Any other result on the treatment dice
means that the bike has been damaged beyond the ability of hasty field
repairs to fix.
Moving Casualties:
Untreated casualties: When a mounted infantry squad moves with untreated casualties, it
is assumed that two of the wounded troopers squad mates are holding the
casualty onto his bike and moving the bike and rider along with the unit.
This means it takes two squad members to move a single untreated casualty.
The unit is considered to be encumbered when moving casualties.
Treated casualties: When a mounted infantry squad moves with treated casualties it is
assumedthat the treated casualty is carried on the back of a fellow squad members
bike. Hence it takes only one squad member to move a single casualty. The
unit is also considered to be encumbered when moving treated casualties.
CLOSE COMBAT:
A mounted infantry squad can initiate and be the target of a close assault
action like a normal infantry squad. If the mounted infantry squad is the
attacker they get a ONE DICE SHIFT up for the first round of close combat,
this die shift does not apply when they are the defender and is in addition
to any other die shifts that they qualify for under as normal (ie. Cover,
close assault weapons etc.).
If a close assault action continues past a single round of combat it is
assumed that the mounted infantry has dismounted and if they are
subsequently forced to withdraw from the combat they will abandon their
bikes when they fall back. If they win the combat they will not pursue the
enemy for this would mean abandoning their bikes also. If the combat is
resolved in a single round the mounted infantry are assumed to still be
mounted and can hence pursue the retreating enemy provided they pass therequired
reaction test. This means that follow through attacks can only be
carried out by mounted infantry if they defeat their opponents in a single
round.
If a mounted infantry squad is the target of a close assault action, passes
the confidence test to receive the charge and is still mounted and able to
perform movement actions (ie. They have previously passed the reaction test
for not doing a crash dismount. See SUPPRESSION above for details) the
player can chose to have them withdraw even if they have suppression
counters. If the mounted infantry is dismounted then they should follow
the normal rules which in that case the suppression counter would stop them
from withdrawing.
Mounted infantry who suffer the effects of final defensive fire while
performing a close assault are affected in exactly the same manner as a
normal infantry squad. If they suffer a casualty from final defensive fire
they will not perform a crash dismount until after they have fallen back.
If involved in a close assault action, as either the target or attacker while dismounted,
a mounted infantry squad should be treated like a normal infantry squad and receive the
normal die shifts.
Wayne Pollerd
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