Modern Combat Advanced : Free Rules if you like them

soulman

Mongoose
Hello all and thanks for reading this topic, as pointed out in the subject i have been writing rules on and off for many years and have worked on a little more detailed Evo combat system and can be used for any time period.

My rules had interest from a outside publisher, but they dropped working on the Evo system, and with my time sent in college and my health issues i myself have stopped working on them, so if you like a 60 to 70 page word file which has the basic rulebook rules and my new ideas then please ask, that way you can play around yourself with them.

I added the extras
New suppression ideas
Weapon and unit traits
And other bits and bobs, its more of a special forces style, then mass combat.

Anyway no point hiding them on my hard drive..
 
Hi all, and thanks for those checking out my rules system over the last few days...

My mind was on a few things today, one of them was adding scopes and other bits to weapons..

1. SCOPES ETC

Will add to range of your weapon, so a m4 with red dot adds + 4" and a ascog maybe + 8"

Also a +2" for anything to help with recoil, like a front grip.

The other thing was grenades any any thing with a Blast effect, i was thinking the following

2. BLAST EFFECTS

Anybody in a blast area and not hurt makes 2x suppression rolls

IE/

Rpg slams into the groung in front of me and i`m still alive, you make 2 suppression tests, and can lose none until 2 actions, and this gives you the feel of ears ringing and picking yourself over the ground from the force..

Feedback please
 
to be honest ive always found the standard iron sights better than red dot at range, while red dot is pretty usefull in cqb, (its often to dark to see your iron sights)

id say ACog or any 4x/3x magnification maybe add 25% to effective range.
 
Morning Evil..

I do find a red dot for me allows me to bring a rifle to my eye quicker for snap shots at close range.

I have looked in a susat on a sa80 and i must say a great scope ( not fired one ).

In my Advanced rules there is a " To hit " roll so now for once shooting skill is a factor, but using a D6 a +1 is a big thing..

The next thing is adding it to range, which looks at recoil, weight of weapon, barrel length etc.

It fleshes the weapons out.

As for scopes, my rules allow assault rifles to use 2D6 like smgs but only at 1/2" range
IE/ M4 20" 1D6, 10" 2D6

Some scopes and items could add to 2D6 range, and others 1D6 range

SO

Red Dot + 2" 1D6 range, + 4" at 2D6 range
Acog + 6" at 1D6 range only


So now
WITH RED DOT
RANGES 22" 1D6, 14" 2D6
With Acog
RANGES 26" 1D6, 10" 2D6

As you see you can now pick the scope best suited to your mission.

Also thanks for the feedback, its that which maybe think about the types of scope and added to which range.

Feedback again if you wish
 
A couple of things came to mind when out getting some fresh air..

GRENADES

Target cannot be obscured, as it go`s over the top...?

Cover is still cover

7.62MM WEAPONS

I still like to make 5.56 and 7.62 different, for assault rifles the range has a drop for recoil, but should it have a piecing/1 trait.

In my rules i was thinking the wound score ( when you been hit in my rules ) would drop from 4+ to 3+ to show the damage, but all bullets kill, and 7.62 does go though armour better...?

Looking at Black hawk down, not many us troops died, was that because of thr armour or 7.62 bullets are not that powerful in the end...?

The choice is
Wound drop from 4+ to 3+
But armour is still the same

Or

Piecing / 1

thoughts please and any body really knows about body armour for todays forces..
Thanks
 
reason not many died in film, was.. well it was a film lol.. the numbers would of been very different..

the armour would of played little effect in such a conflict , the random blind shooting of the enemy had more of a life saving effect for the american in that situation than thier body armour.. yup armour saves a few but lack of enemy training often saves more lives....

so what happens if you use a acog with a top mounted red dot ?

personaly in daylight id choose iron sights over red dot without a second thought, but they do look good in the movies.

for me acog and susat are the best choice, and elcans that are often used on M249's or carters M4 in stagate lol.

over all though for a game working on D6 i dont feel suchs diferences in scopes is usable, maybe in a game on a D10 scale but not on D6 based rolls, just how i feel anyways.

id maybe allow Acog type scopes a littel extra effective range maybe +d10" for the unit., and red dots allow infantry to engage in close combat (CQB) from 6" rather than the normal distance, and always be treated as in cover when assualted. this way you would be tinkering with the rules with new skills but not altering the game format.
 
I was playing flashpoint 2 on the 360 last night, and a red dot shooting people at 100 + meters is not good...!!!!!
 
well out in the feild, a red dot is realy good for aiming with both eyes open, ie for scanning the area with both eyes with an overlayed red dot on perceived target point, iron sights work best with one eye closed (not somthing every one can do and also effects depth perception, a 4x scope on the other hand allows you to spot hiden enemy better or allow you to spot to make sure you dont commit freindly fire., with an aimpoint red dot or even a 552/553/554 you can also mount a magnifier behind the sight so you get a 3-4X magnification with the red dot being still your aiming point of referance (although its often not on long rang target as they are set for closer ranges) but with this magnifier you are just adding weight and again require single eye use, (best of with a acog type scope)

best of both worlds is a acog with iron sight or built in red dot, i prefer iron sights as they can take alot of a beating and dont require batteries that can die on you, also less likly to give away your position as red dots can reflect light back out.

so what about lasers ?
 
Hi playtesters...
A thought came to me just now on suppression fire

Any weapon with 2d6+ ROF can supress with double the dice but cannot wound/ kill anybody So a 3d6 rof of fire machingun, could use 6d6 to roll to hit, and then straight to suppression tests.

Also means more chances for Ammo tests on a 1 of course...
 
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