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Post by Ritterkrieg on Oct 30, 2013 18:43:30 GMT
Small changes to permanently disabled weapons teams replacements:
1.6 WEAPON BREAKDOWN/REPAIR (BX): Some poorly designed WWII era weapons were prone to jamming or breaking under normal combat conditions. Due to poor ammunition, some weapons would misfire. Others simply didn’t have enough ammunition for prolonged engagements. Even well designed weapons occasionally broke down. Anytime an unmodified ‘12’ is rolled with 2D6 during any To-Hit roll or two consecutive 6’s are rolled during an MG Combat Impulse or Mortar To-Hit roll, weapon Breakdown (BX) has occurred. Some weapon BX# are lower and will be so noted on the unit card in the form BX11+ or BX10+ for Ordnance and BX 6, 5+ or BX 6, 4+ for MG/Mortar. Place a weapon BX counter on the firing weapon. The crewed weapon may attempt to repair during the Repair Phase, by rolling 3 or less on a D6. On a D6 roll of 4-5, the weapon is still BX but a player may attempt repair in a future Repair Phase. A D6 roll of 6 permanently disables the weapon. Keep a side note of vehicles that have disabled weapons. For disabled guns, remove the ordnance and leave a crew team. For disabled Infantry weapons teams, use the following rules:
• Flamethrower/Infantry AT/Light Mortar/LMG – Remove team. Crew is assumed to have joined up with other teams in the area. • MMG/HMG/Medium Mortar – Replace with Reduced 1st Line Squad (no LMG). • 2CP Weapon Teams – Replace with two gun crew teams.
Troy
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