While designing a small operation, oh let's say Operation Gothic Wind, I was trying to recall some of the house rules we had come up with back in the day.
I remembered a few and I think a few will come back to me though.
All bases upped by 10.
Forward Air Controller and Forward Observer is condensed into 1 skill with 55 base; one was 40, one was 45. Go with the highest and up 10 as per Rule 1.
We use original damage rules (which were by caliber); looking through the equipment list I see the Commando M16 does more damage than a normal 16
However, we never used shotgun beyond CQB and breaching so while the original damage rules make sense in terms of range we used 6D6 for damage. Ranges were never more than a couple meters. Devastating weapon.
So the question is: what are your favourite or significant house rules that have increased enjoyment of this game?
Sometimes - though I soured on them after a player scored a killing damage roll on his first shot and then when we rolled the location, we got the target's thumb.
I ruled that he must have been sucking it at the time.
Jefffar wrote:Sometimes - though I soured on them after a player scored a killing damage roll on his first shot and then when we rolled the location, we got the target's thumb.
I ruled that he must have been sucking it at the time.
:lol:
Yea, the dead guy's hand was definitely somewhere in front of his face.
Jefffar wrote:Sometimes - though I soured on them after a player scored a killing damage roll on his first shot and then when we rolled the location, we got the target's thumb.
I ruled that he must have been sucking it at the time.
Had that happen in a game of Recon that I played with my buddy Joe about 10+yrs ago. We both cracked up laughing.
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I use Hit Locations. Only I don't go as detailed as the book. Just the simple Torso, Head, Arms and Legs. I also use the rules in the beginning of the Compendium of Modern Weapons book. Giving the players details on what exactly is happening to their characters (punctured lung, rate of bloodloss, whether or not a bone was broken in the process, etc.) helps a lot when it comes to bringing realism to the game.