Post by terrance on Feb 12, 2016 19:39:44 GMT
These are the rules written by Madmorgan and copied to here with his permission and edited into the same format as the other Units threads.
Special Rules
All Texas units have Elan.
Elan: unit has +1 on Morale Rolls.
Ltd Ammo: roll of natural 1 means you are out of ammo until resupplied.
Explosive: when vehicle is hit, a roll of natural 1 to 3 = Explodes AoE 3" d5Power, roll 4+ is safe.
Smoke Shell: 1" AoE per Barrage point of firing element. Creates a 1"/25mm square smoke column, lasts till beginning of the next human fire phase. Smoke effects = no heat ray sweeps through; -2 Power on focused heat ray or laser; max range firing through is 25" firer to target. So a Scout must fire at 25" range with a -2 Power (ie, giving it a +1Power shot).
Salvo #*: a vehicle may only fire up to # of weapons per fire phase. The total of weapons available limits the number of fire phases you can fire. Example (4) rockets with Salvo 2 could fire 1 or 2 in a fire phase, lasting until you've used all 4, at which point you can't reload during the game. *credited to deathfromabove on this forum (and ADs) with all those wondrous BEF adaptations.
Due to the huge size of Texas (which they're quick to point out), all vehicles except motorcycles have radios. You may optionally add 5pts to cost if you feel this is too huge an advantage. As radios were very big during this period in history, motorcycles units don't have any. However, if you wish to model a few with a large radio on the back, add 10 points to the unit cost. This applies to all three types (Ranger/Apache/Villista)
Texas Rangers, Apaches, Villista Motorcycles
Unit: 3 Elements (15 figures)
Points per unit: 30
Type Speed Defense Armor Special
Infantry 10" 5 4 --
Weaponry Range Power Special
Pistols 10" -- --
Thrown Explosives Assault +3 Saddlebags with sticky sides
USA Armored Car
Unit: 1 Element
Points per unit: 45
Type Speed Defense Armor Special
Vehicle 8" 4 6 Open top; radio
Weaponry Range Power Special
HMG 20" +1 Rapid Fire 3; forward arc
Armored Car Variants
TX AC "Gila"
Unit: 1 Element
Points per unit: 65
Type Speed Defense Armor Special
Vehicle 8" 4 6 Open top; radio
Weaponry Range Power Special
MMTR 30" +1 Barrage 1; 2 crew (same as HMG on cab roof); rear arc only;crew may fire either HMG or Mortar not both; HE and Smoke Shells.
HMG 20" +1 Rapid Fire 3; forward arc
Comments: Texans for all their elan weren't stupid and the ability to lay smoke to escape or barrage Martian Lobos or Ragers seemed a natural.
TX AC "Rattler"
Unit: 1 Element
Points per unit: 80
Type Speed Defense Armor Special
Vehicle 8" 4 6 Open top; radio
Weaponry Range Power Special
(4) 5" Rockets 30" +3 Salvo 2; 2 per side of vehicle; may fire in addition to HMG; mounted off running boards.
HMG 20" +1 Rapid Fire 3; forward arc
Comments: These smaller rockets (compared to shipborne) were activated by a simple toggle switch on the back of the cab under the HMG. They could only fire 1 per side at a time (Salvo 2) due to heat and backblast problems - not discovered until after a few mishaps!
TX AC "Diamondback"
Unit: 1 Element
Points per unit: 75
Type Speed Defense Armor Special
Vehicle 8" 4 6 Open top; radio
Weaponry Range Power Special
4" Recoilless Rifle 30" +4 2 crew (same crew as HMG);may not fire HMG at same time; rear arc only
HMG 20" +1 Rapid Fire 3; forward arc
Comment: Same arrangement as the aforementioned Gila.
Texas Longhorn SPATg
Unit: 3 Elements
Points per element: 270
Type Speed Defense Armor Special
Tank 4" 4 9 Ltd Ammo; Flivver can resupply; radio
Weaponry Range Power Special
ATg 30" +3/+4* Barrage 1; *HE/AT; forward arc
Texas Tank
Unit: 3 Elements
Points per unit: 180
Type Speed Defense Armor Special
Tank 6" 4 9 Radio
Weaponry Range Power Special
4" gun 30" +2 Forward arc
HMG 20" +1 Rapid Fire 3; forward arc
Texas Tea Tosser
Unit: 1 Element
Points per element: 200
Type Speed Defense Armor Special
Tank 4" 4 9 Ltd Ammo; Explosive; radio
Weaponry Range Power Special
Tea Tosser 50" +d5* Barrage 1; Ltd Ammo; Flivver or Wagon can resupply; *Rolled Power, roll d10/2 round up for amount of power in a hit.
Additional Notes
A case for both the Diamondback and the Gila having Ltd Ammo could be made. If not carrying a 2nd weapon, there is enough HMG ammo for the entire battle. Alternately, you could allow unlimited HMG ammo on all versions, with the limited ammo being for the 2nd weapon. Enjoy!
The first recoilless rifle was the Davis gun was invented in 1910. They came in 1.58"/2pdr, 2.25"/6pdr, 3"/12pdr sizes and fired rocket style rounds. For our purposes we'll limit RF to 1. Like the bazooka, IRL they didn't get into the war due to delays in testing and production.