Date: Thu, 18 Jan 1996 21:59:45 -0500
To: FTGZG-L@bolton.ac.uk
From: burg@eznet.net (Iceburg)
Subject: More DSII house rules

Here are a few more rules I came up with.  I havn't tested any of these, so
send me feed-back.

-Greg



FLAME THROWERS:

FLAME THROWER (FLAM/x) - Flame throwers are weapons that shoot flaming
liquid.  The liquid burns at an extremely high temperature and sticks to
whatever it lands on, igniting any flamable material and even melting some
metals.  Flame throwers come in size classes 1, 2 and 3.  A vehicle requires
no special power plant to use a flame thrower as it has its own supply of fuel.

A size 1 flame thrower would be equivilant to a hand-held model.  A size 2
would typically be something mounted externally on a vehicle (like an APSW)
and a size 3 would be used on larger vehicles.

Flame throwers are not used as direct fire weapons because their range is
too short, instead they are used during close assaults.  Any vehicle equiped
with a flame thrower can use it instead of or in addition to (as long as
there are enough fire control systems) APSWs and RFACs.

A rifle team or commando team can have a size class 1 flame thrower added
for 10 extra points.  Only rifle teams and commando teams can have flame
throwers.

Vehicles can add flame throwers for 5x the size class of the weapon.  The
space it occupies is normal as for any other weapon.

When used against infantry, flame throwers draw 2 chits for size 1, 3 chits
for size 2 or 4 chits for size 3 (1 chit more than their size).  Against
targets in the open, all colors are valid.  Against targets in soft cover OR
dug-in, red and yellow chits are valid (this represents the arc of the fire
stream falling into the dug-in position).

When used against vehicles, the target will be set on fire.  The fire will
be of a size equal to that of the size class of the flame thrower that
ignited it.  The vehicle must be marked somehow to show that it is on fire.
During a flaming vehicles activation, the vehicle will have to draw chits
(equal in number to the size of the fire) before any vehicles in its unit do
anything.  During a vehicles activation, after "flame chits" have been
drawn, roll a d6, on a roll of 1 or 2, the fire goes out.  If a vehicle is
on fire and gets hit by another flame thrower, the size of the fire will be
the size of the largest flame thrower that hit it.

Vehicles can not claim any cover (soft, hull down or turret down) when being
shot at by flame throwers in a close assault.  Flame throwers automatically
hit thier target as well (instead of having to roll to hit).

Only red "flame chits" will cause damage to vehicles, but all special chits
still apply.

A vehicle can be given "automatic fire extiguishers" AFEs, which will
automatically put out any fire on the vehicle.  A vehicle with AFEs -does
not have to roll a die to see if the fire goes out, it does so
automatically.  (The vehicle still has to draw chits once though.)

AFEs cost 2x vehicle size class and take up space equal to the vehicles size
class.

A non-amphibious tracked vehicle that is on fire can extinguish itself by
driving into a body of water if it can.

The use of a flame thrower in woods or urban areas will start a fire and
create smoke as per the rules on page 44 of the rule book.  A flame thrower
CAN be used to intentionally start a fire and create smoke even if there is
no close assault in progress.

NALPALM:

"I LOVE the smell of nalpalm in the morning!"  (You can't have rules for
napalm without sticking that quote in somewhere!)

Nalpalm is a new type of dead fall ordonance (DFO).  When an aerospace craft
drops nalpalm, all elements within 2" of the impact marker count as being
hit with a size 2 flame thrower.  Soft cover, being dug-in, hull down or
turret down DO NOT COUNT when napalm is being dropped.

Any woods or urban area within 2" of the impact marker are set on fire and
will create smoke as per the rules on page 44 of the rule book.

One load of napalm costs 50 points and can only be dropped by aerospace
vehicles..

FUEL AIR EXPLOSIVES:

Another type of dead fall ordonance (DFO), these bombs are often described
as being "a poor-mans nuke".  They work by first "spraying" out a huge cloud
of flamable mist and then igniting it.  The resulting fireball first sucks
all of the oxygen out of the immediate area, then the shock wave generated
by the fireball rips apart and disintegrates any structure, vehicle, person,
tree, etc in the area.  (Almost as powerful as a tac-nuke.)

When a fuel air explosive is dropped, anything within 2" of the impact
marker (other that hills) is removed from the table.  Any infantry within 4"
from the impact marker are killed and vehicles must draw 3 chits with all
colors counting.  Anything out to 5" from the impact marker must draw 2
chits with all colors counting except for dug-in elements which only count
reds and yellows.

A fuel air explosive costs 600 points and can only be dropped from aerospace
vehicles.

BOMBING RUNS:

An aerospace fighter that wishes to use dead fall ordonace (DFO) during its
activation, can drop more that one load by making a "bombing run".

A bombing run is similar to an "open sheaf" artillery mission.  Any number
of DFOs can be dropped in a line, 4 inches apart.  All of the DFOs dropped
must be of the same type.