I am working on a special rule for a scenario, it involves being able to transport AT guns by Trucks,
(Limbered - is attached to a transport truck) (unlimbered - is seperate from the transport)
- Limber AT gun, as an action fatigue an AT gun in the same hex as a transport truck (the transport may then make its own action if it has not spent any movement points this round)
- Unlimber AT gun, as an action fatigue an AT gun that is limbered to a transport, the AT gun is then considered unlimbered. (if the transport spent movement points in the same round before the unlimber action of the ATgun it is also fatigued)
- A limbered AT gun can not be targeted by an enemy unit (only area attcks affect AT guns directly), the attack targets the transport. If the transport is destoryed the AT gun becomes lightly damaged.
- A limbered AT gun that is in the hex of a area attack rolls its own defence dice (for timing issues roll transport defence dice first then AT gun, as if the transport is destroyed the AT gun is lightly damaged before rolling it defence)
- AT guns may start the game limbered.
the transport truck holds all of its other abilities listed in the base game rules.
I wanted to make the AT gun highly mobile which is why i didnt effect the transport movement points, but instead as a draw back making it not able to fire until the next round (simulate the unpacking and setup of the gun)
If anyone has some other ideas / improvements please share.