Saturday, June 16, 2012

Battleground Weird WWII: Infrared Combat


A German half-tracked "Uhu", Panther "Falcon" and "Vampir" IR equipped troops.

Notes:  WWII was the first conflict that incorporated infrared tech used during combat.  These rules are meant to give the player both infantry-based and vehicle-based systems for use in their night battles of BGWWWII.  Now you can actually see what goes bump in the night before you blow it to shit!

INFANTRY-BASED IR
Infantry-based IR provides the grunt the ability to conduct effective combat during nighttime or other low-light conditions.  The only nations currently deploying infantry-based IR is Germany, the U.S. and Commonwealth nations.
Date Deployed:  Germany (Late '44), U.S. (Early '45) & Commonwealth (Mid '45)
The Rigs:  Allied units use the Sniperscope rig and the Germans use their Vampir rig for infantry-based weapons.  Both rigs consist of a weapon fitted with an IR spotlight, scope/viewer and power source.  Most of these rigs are fitted to basic infantry small arms but it is becoming more common to see machine guns and even AT guns fitted with IR.  Availability for IR for infantry small arms is a 12, support weapons are at a 10 and AT guns or other similar weapons are an 8.  Note that these rigs are big and bulky so the smallest weapon it can be used with is a regular sized SMG.  Pistols and machine pistols are just to small to be used effectively with the IR systems that are currently issued.
Sighting:  To use the IR equipment, the user must use an action to do so.  To gain the IR bonus, the user must use an action to make a Sighting Check with their equipment.  The man-portable IR spotlight shines out a beam of infrared light 6" wide and out to a distance of 18".  Anything within that beam of light will be seen as if in normal daylight conditions if viewed with an IR imager.  Note that if the target moves outside of the IR's light then another Sighting Check will need to be made to locate it again.
Firing: Firing a single shot after sighting with the IR equipment will offer a -2 To Hit due to the user spending time in aiming with the weapon's scope for a more accurate shot.  Any other rate of fire will negate this bonus in day or low-light conditions.
Fragile Equipment:  One of the negative aspects of this technology is that the IR spotlights are often a bit too fragile in some combat situations.  To represent this, if the user is caught within a blast or is forced prone by enemy fire, then the IR spotlight will be damaged on a D20 roll of 11+.  If damaged, the user can try to pass a 1/2 Skill Check and expend an action in trying to fix it.  If fixed, the weapon can operate as normal but if failed the damage is to such a degree that it will not be able to be repaired in the field by its user.  Note that an IR rig can only be repaired once per battle by its user.  If a 19+ is rolled, then the spotlight has been destroyed and cannot be repaired but the weapon it is mounted on can still be fired as normal and can still benefit from the attached scope.
Active IR:  One of the major problems of IR is that it is active and can be seen by anyone using an IR imager be it friend or foe.  Observation from IR shining at a viewer looks like a flashlight in the darkness and can be targeted and fired at with the No Target penalty.  Note that IR is indistinguishable between friend or foe and a 1/2 Gut Check must first be passed to fire on an unknown spotlight if other friendly units in the area are using IR.
Troop Quality:  Due to the cost of the equipment and level of training it takes to be used effectively, only troops of Elite Troop Quality or higher will be equipped with this type of equipment.
Unqualified:  IR rigs will be considered crew served weapons when it comes to being used by someone other then the original user.  This means that anyone not starting the battle with the equipment will receive an additional +2 to all rolls with the weapon for the remainder of the battle.  This is due to the equipment's complexity and training needed to use it effectively.
Captured Use:  Any troops attempting to use an enemy IR rig must first pass a 1/2 Skill Check to do so.  If passed, there will be an additional +5 to all rolls associated with the weapon for the remainder of the battle.  However, if the user has already been trained in IR of their nation's own type they will only need to pass a normal Skill Check to use an enemy rig.  However, a +1 penalty will still be in effect for any rolls when using the captured rig for the remainder of the battle.

VEHICLE-BASED IR:  IR fitted to vehicles allow vehicle crews to operate their vehicles and deploy their weapon systems effectively during nighttime or low-light combat conditions.
Date Deployed:  Germany (Late '44), U.S. (Early '45) & Commonwealth (Mid '45)
The Rigs: The Germans use the Sperber Falcon and the 600mm Beobachtungs Gerät Uhu IR Systems and the U.S. and Commonwealth nations use the M54 Blacklight and Tabby IR Systems.  Both comprise of vehicle mounted IR spotlights and various vision blocks or image viewers that the crew uses to fight with.  The systems rules are described below.

Sperber Falcon IR System:  This is a detachable IR sighting device that consists of an infrared spotlight and image viewer attached to the AAMG ring of the commander's cupola and an IR vision block and spotlight affixed at the driver's position.  
Sighting:  The commander is always considered exposed when using this equipment.  The commander may take an action and use the viewer to make a Sighting Check within a 10" wide cone that shines out to 35" without any low light penalties.  The viewer can be moved on the rail in any direction but it takes an action to move it outside of it original position and then another action to sight with it again.  If the driver is Buttoned Up and their viewer is functional, they can drive the vehicle as if in daylight conditions.  The driver can also make a Sighting Check out of their 10" wide cone and out to 20" if not spending an action driving.  If for some reason the driver's IR is not functional, the commander can expend an action in directing the driver.  This will allow the driver to drive as if in daylight but only within the area the commander can see via his IR sight.
Firing:  When fitted on the AAMG ring, an AAMG cannot be fitted but a fixed LMG can be.  The LMG has a 90-degree field of fire and can be fired using the Man-Portable rules above.  The cupola LMG has a 2" shadow as normal.  The commander can also use an action to direct the gunner which gives the gunner a -2 To Hit in low-light conditions instead of the normal low-light penalties.  Note that directing the gunner takes a full action and then the gunner can perform their modified fire action in their next action.  Remember, if the target moves out of the spotlight's light another Sighting Check will needed to be made to reengage the target.
Fragile Equipment:  Because of the fragile nature of the IR equipment, it will be damaged on a 11+ on a D20 if covered by a blast.  If repairable, it will take the commander a successful 1/2 Skill Check and a single action to repair the equipment.  If the Skill Check is failed then the equipment is beyond repair.  Note that vehicles have enough parts to perform up to two repair jobs per battle.  If any fire of 12mm or larger strikes the IR equipment's location, the equipment will be destroyed and unrepairable.
Active IR:  One of the major problems of IR is that it is active and can be seen by anyone using an IR imager be it friend or foe.  Observation from IR shinny at a viewer looks like a flashlight in the darkness and can be targeted and fired at with the No Target penalty.  Note that IR is indistinguishable between friend or foe and a 1/2 Gut Check must first be passed to fire on an unknown spotlight if other friendly units in the area are using IR.
Troop Quality:  Due to the cost of the equipment and level of training it takes to use effectively, only troops of Elite Troop Quality or higher will be issued vehicles with IR equipment. 
Availability:  Availability is unique to the vehicle and what front it might be fighting on.  Refer to the the vehicle's specials rules for Availability.

600mm Beobachtungs Gerät Uhu: This consists of a large 600mm IR spotlight and viewer in the vehicle's troop compartment and a IR spotlight and scope at the driver's position.
Sighting:  If the driver is Buttoned Up and the viewer and spotlight is functional, they can drive the vehicle as if in daylight conditions.  If for some reason the driver's IR is not functional, the commander can expend an action in directing the driver.  This will allow the driver to drive as if in daylight but only within the area the commander can see via his IR sight.  The driver can also make a Sighting Check out of their 10" wide cone and out to 20" if not spending an action driving.  The large IR spotlight is operated by the vehicle commander who is seated at its base.  The large spotlight will shine a 20" wide cone with a 50" long path of IR light.  Anything within the light will be seen as if in normal daylight if viewed with an IR viewer.  The spotlight is considered having a slow moving turret for rotation purposes.
Fragile Equipment:  Because of the fragile nature of the 600mm IR spotlight, the Uhu may only move up to 8" per action, any more could cause damage to the sensitive equipment within the large spotlight.  Anytime the vehicle moves more then 8" per action or the vehicle has to make a Bog Check, a D20 is rolled to see if the jarring motion of the vehicle damages the spotlight.  On a score of 12+ the spotlight will be damaged.  The commander can repair the damage with a successful Skill Check for two consecutive actions.  If successful the spotlight is repaired if not the damage is of such a degree that it will be out of action for the remainder of the battle.  The commander is only capable of repairing the spotlight once per battle.  The driver's spotlight can be repaired as noted above in the 1250's rules.
Active IR:  One of the major problems of IR is that it is active and can be seen by anyone using an IR imager be it friend or foe.  Observation from IR shining at a viewer looks like a flashlight in the darkness and can be targeted and fired at with the No Target penalty.  Note that IR is indistinguishable between friend or foe and a 1/2 Gut Check must first be passed to fire on an unknown spotlight if other friendly units in the area are using IR.
Troop Quality:  Due to the cost, training and rarity of the Uhu, only troops of Elite Troop Quality or higher will be issued this vehicle. 
Availability:  Availability is unique to the vehicle and what front it might be fighting on.  Refer to the the vehicle's specials rules for Availability.

M54 Blacklight & Tabby Systems:  These systems consists of a single large IR spotlight affixed to the vehicle's turret and/or a single small IR headlight fitted to the hull front.  The gunner or driver has an IR sight and some configurations had the driver and commander have a single IR vision block.
Sighting:  The gunner/driver may take an action in making a Sighting Check within the spotlight's 15" wide cone and out to 40" without any low-light penalties. They will then coordinate with the commander on what they can see in which will allow the gunner to ignore the No Commander penalty.  If the commander doesn't take an action along with the gunner's Sighting Check, the gunner will suffer from the No Commander penalty.  If provided with am IR vision block, the driver when Buttoned-Up can use their IR vision block and drive the vehicle as if during daytime.  The driver can also make a Sighting Check with their 10" wide cone and out to 20" if not using an action driving.  If for some reason the driver's IR is not functional, the gunner or commander can expend an action in directing the driver.  This will allow the driver to drive as if in daylight but only within the area of the spotlight's light.  Note that no IR Awareness Checks are allowed at the beginning of an user's actions but this doesn't mean they can't take a normal modified check.
Firing:  The gunner may only fire at targets within the spotlight's light if it wants to ignore all the low-light penalties.  Note that the gunner cannot fire in the same action as a Sighting Check is made but may do so in their next action.  If the gunner fires in their next action after a Sighting Check they will receive a -2 To Hit due to the gunner spending time aiming with the weapon's scope for a more accurate shot.  Note that if the target has moved outside of the spotlights light, the gunner will have to make another Sighting Check to reengage the target.
Fragile Equipment:  Because of the fragile nature of the IR equipment, it will be damaged on a 11+ on a D20 if covered by a blast.  If repairable, it will take the commander two consecutive successful 1/2 Skill Checks per action to repair the equipment.  If the Skill Checks are failed then the equipment is beyond repair.  Note that vehicles have enough parts to perform up to two repair jobs per battle.  If any fire of 12mm or larger strikes the IR equipment's location, the equipment will be destroyed and unrepairable.
Active IR:  One of the major problems of IR is that it is active and can be seen by anyone using an IR imager be it friend or foe.  Observation from IR shining at a viewer looks like a flashlight in the darkness and can be targeted and fired at with the No Target penalty.  Note that IR is indistinguishable between friend or foe and a 1/2 Gut Check must first be passed to fire on an unknown spotlight if other friendly units in the area are using IR.
Troop Quality:  Due to the cost of the equipment and level of training it takes to be used effectively, only troops of Elite Troop Quality or higher will be equipped with this type of equipment.
Availability:  Availability is unique to the vehicle and what front it might be fighting on.  Refer to the the vehicle's specials rules for Availability.

 M46 w/M54 "Blacklight" IR System.

 Swimming Jeep w/"Tabby" IR System

A Commonwealth infantryman with the "Sniperscope" system.

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