I have been working with my Evo skirmish rules, and now added a new and maybe better system to add weapon types to the TRAINING roll idea..
ADD TO YOU STANDED EVO GAMES THE FOLLOWING
1.Add ACC ( roll to hit )
Untrained 5+
trained 4+
Elite 3+
2.ADD TRA ( training & morale )
untrained 5+
trained 4+
Elite 3+
RULES...
1.Roll ACC+ to hit your target, +1/+2 in cover etc...
2. if Hit, roll the weapon dice, normally a d6, 4+ its a wound and a armour save if any, if a 6+ its a kill, that simple.
3. if a 1 is rolled on the ACC roll, check the ammo table.
4. SUPPRESSION RULES..
If a target is hit, amd not removed from the table, he need to make a TRAINING roll (TRA) not to be suppressed ans lose 1 action, as you see shooting at MEA they need a 5+ not to lose action, then marines need a 4+, and sas a 3+ not to be suppressed.
If you wish you can make 1 test for the unit, when you get more dice then men etc, like standed evo rules..
WEAPON TYPES AND SUPPRESION.
1.Low rate of fire : -1 to TRA TEST
2.Rapid fire : 0 to TRA TEST
3.AUTO :+ 1 to TRA TEST
EXAMPLE mea shoots at marine in cover, he needs a 6+ to hit him, but will cause a TRAINING TEST to see if he suppresed and loses a action, the marine has a TRA of 4+, being shot at by a ak assault rilfe it go`s to 5+, if the marine rolls a 5+ he`s fine, a 1 to 4 means he loses a action..
It works well with WW2
ka98 -1 TRA
gARAND TRA
Smg`s +1 to TRA
Using the above rules ideas, opens Evo up to more realistic units, and adds weapons and real suppression rules to the game, and what i feel should have been in the first place...
Still simple to use, but opens up a new world of modern units, and of course ww2 weapons as well...
For a black hawk down game, the enemy would be ACC 5+ TRA 5+
Amd the Rangers ACC 4+ TRA 4+, for drugged up enemy units the TRA would be 4+, so simple.....
Have a read and get back to me, all i have addedis a Hit roll which 99% of games have, and a test for morale....
Cheers all
Alan -Uk
ADD TO YOU STANDED EVO GAMES THE FOLLOWING
1.Add ACC ( roll to hit )
Untrained 5+
trained 4+
Elite 3+
2.ADD TRA ( training & morale )
untrained 5+
trained 4+
Elite 3+
RULES...
1.Roll ACC+ to hit your target, +1/+2 in cover etc...
2. if Hit, roll the weapon dice, normally a d6, 4+ its a wound and a armour save if any, if a 6+ its a kill, that simple.
3. if a 1 is rolled on the ACC roll, check the ammo table.
4. SUPPRESSION RULES..
If a target is hit, amd not removed from the table, he need to make a TRAINING roll (TRA) not to be suppressed ans lose 1 action, as you see shooting at MEA they need a 5+ not to lose action, then marines need a 4+, and sas a 3+ not to be suppressed.
If you wish you can make 1 test for the unit, when you get more dice then men etc, like standed evo rules..
WEAPON TYPES AND SUPPRESION.
1.Low rate of fire : -1 to TRA TEST
2.Rapid fire : 0 to TRA TEST
3.AUTO :+ 1 to TRA TEST
EXAMPLE mea shoots at marine in cover, he needs a 6+ to hit him, but will cause a TRAINING TEST to see if he suppresed and loses a action, the marine has a TRA of 4+, being shot at by a ak assault rilfe it go`s to 5+, if the marine rolls a 5+ he`s fine, a 1 to 4 means he loses a action..
It works well with WW2
ka98 -1 TRA
gARAND TRA
Smg`s +1 to TRA
Using the above rules ideas, opens Evo up to more realistic units, and adds weapons and real suppression rules to the game, and what i feel should have been in the first place...
Still simple to use, but opens up a new world of modern units, and of course ww2 weapons as well...
For a black hawk down game, the enemy would be ACC 5+ TRA 5+
Amd the Rangers ACC 4+ TRA 4+, for drugged up enemy units the TRA would be 4+, so simple.....
Have a read and get back to me, all i have addedis a Hit roll which 99% of games have, and a test for morale....
Cheers all
Alan -Uk