Tuesday, October 27, 2015

Fulda Gap - Optional Rules: NBC Environment

A major conflict between NATO and the WarPac could have led to the deployment of nuclear, biological or chemical weapons. Even if not, a battlefield might be covered in smoke and fumes from burning chemical plants or refineries, or a nuclear power plant went critical during the chaos of the fighting.
NBC environments demand troops to wear specialized personal protection gear and gas masks, significantly affecting their ability to fight. Additionally, a “hot” battlefield put increased psychological pressure on the combatants.


I therefore wrote some rules to represent these circumstances which can be used if both players agree.
If a scenario takes place in a NBC environment, the following rules come into effect:

Decreased visibility
Billowing smoke and protection gear make it hard to see.
All weapon and command ranges are halved.

Strained Nerves
The increased threat of a horrible death makes even hardened veterans more cautious.
Every unit that received three or more pin markers in one turn must go down, or if that is not possible (for example because the unit already received an order in this turn), receive another D3 pin markers (only apply additional pin marker once, i.e. every time a third pin marker is given to a unit and it can't go down. Subsequent pin markers do not trigger the effect again unless the unit has recovered to less than three pin markers in the meantime).

High Mortality
Even a close miss that breaks the seal of a soldier's gear might prove fatal in such a hostile environment.
All attacks gain +1 on to wound rolls. This does not affect penetration against vehicles or structures.
HE weapons cause one additional hit for every die they roll, (D6+1, 2D6+2, ...)

Button Up
The additional protection of an armored carrier looks way more promising than the hell outside.
Infantry must pass a morale check to dismount armored transports. Armored transports must pass a morale check to allow infantry to mount.

I haven't tried these rules so far, but I think they will change the dynamics of the game towards a more "cat-and-mouse"-style.
They should also work quite fine in a "What-if" game of Bolt Action in which one side decided to use chemical weapons. For such a game ignore the "Button Up" rule because there are no armored transports.

Some of the phrasing about artillery might sound weird, but it will become clear once I've posted the updated artillery rules later this week. 

In other news, I almost gave up on the Team Yankee novel. Only 25 pages to go, but I haven't touched the book in days.

I hope the weather will be fine today and I can spray paint some of the 15mm miniatures.

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