Monday, April 19, 2010

Robbo's Roughnecks

This is a description of the IG force used in the previous battle report.

All forces began the game 'confident'.

Platoon HQ: Lt Robinson,3 guardsmen. Quality regular, LD 2.

Squad 1: Sgt Bogart + 9 men. Quality regular, LD 2. 9 Laser rifles, 1 plasma rifle.
Squad 2: Sgt Cagney. As above.
Squad 3: Sgt Flynn. As above.
Squad 4: Sgt Wayne. As above.

Assault Squad: Sgt Wayne + 5 men. Quality veteran, LD 2. 5 heavy laser rifles and 1 plasma gun.

2x Fire Support Vehicles: Cpl Clarke and Gable. Quality regular, LD 2. Twin heavy bolters. Tracked (d12 movement).

All guardsmen have partial light armour (d6) and the storm troopers have light armour (d8). The FSV are armour class 1.

Laser rifles: FP 1, I d6
Plasma gun: FP d6, I d10
Heavy laser rifle: FP 2, I d6
Twin hvy bolter: FP 3d10, I d8.

Rapid fire: Laser rifles, heavy laser rifles and plasma guns can fire in sustained mode. If the squad spends 2 actions firing instead of 1, shift the FP die up by one. Eg, a squad of 9 riflemen and 1 plasma gunner would normally have FP (9x1) d10 + d6, but if they choose to rapid fire (use both actions to shoot) they fire at FP d12 + d8. They still only fire once per activation.

Frag Grenades: All guardsmen have frag grenades that can be used to destroy mine nodules and the hive node. They require 1 action to place and have an impact of d6.

Krak grenades: The stormtroopers have krak grenades that can be used to destroy mine nodules and the hive node. They require 1 action to place and have an impact of d12.

3 comments:

  1. Question (as I'm trying to understand Stargrunt, myself) - in the "Rapid Fire" paragraph you stat the squad as "Eg, a squad of 9 riflemen and 1 plasma gunner would normally have FP (9x1) d10 + d6, but if they choose to rapid fire (use both actions to shoot) they fire at FP d12 + d8." Shouldn't the FP be (9x1)d6 + d10 as the Laser rifles are 1d6 and the Plasma Gun is 1d10? Or have I got this completely wrong?

    Loved the battle report, BTW.

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  2. Small arms have a fixed FP, 1, 2, 3 etc. This is multiplied by the number of models in the squad (less any armed with support weapons) and rounded to the nearest die type.
    So nine riflemen each with an FP of 1, results in a total firepower of 9 or a d10.
    The plasma gun is a support weapon, so it gets its own firepower die, in this case a d6.

    In addition to this, the squad would also roll its quality die type, in my example the IG are regular so have a quality of d8.

    Hence, they would roll a d10, a d8 and a d6 against the target's range die.

    The impact value of the weapon is then rolled against the target's armour die type to calculate if any hits become actual wounds. In this case, the impact is d6 - the impact value for the rifles. The support weapon (plasma gun) only adds to the weight of fire for the squad, it does not cause any kills in its own right.

    If you wanted to use its greater impact value, it would need to be fired on its own as a separate action.

    I hope that makes things a bit clearer.

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  3. Thanks Todd, that is a lot clearer. I read the rules once, about 18 months ago, but am only now getting close to having enough figures painted to actually have a game.

    I'm gaming in 15mm and have a swarm of Khurasan Minatures Space Demons to throw against my 15mm.co.uk Crusaders - er, sorry, Retained Knights.

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