To get a discussion going, these have appeared on the Warlord games forum about Bolt Action v2. Thoughts?
Mortars
Light - D3 hits, 1pin, +1 pen
Medium - Dd6 hits, D2 pins, +2 pen
Heavy - 2D6 hits (choose one dice result), D2 pins, +3 pen
Inexperienced - never hits better than on 4+
Regular - never hits better than on 3+
Veteran - never hits better than on 2+
Anti-tank guns (on vehicles and as artillery unit)
Separate artillery choice (so you can take howitzer and anti-tank gun)
Light - standard rules
Medium - standard rules or like a light mortar (range 12"-60")
Heavy - standard rules or like a medium mortar (range 18"-72")
Super Heavy - standard rules or like a heavy mortar (range 24"- 84")
Howitzers
Light - D6 hits, 1 pin, +1 pen
Medium - 2D6 hits (choose one result), D2 pins, +3 pen
Heavy - 2D6 hits, D3 pins, +4 pen
Light Machine Gun
If unit has an MG option, you can upgrade one model for 20pts. You can alco get the LMG for free if unit has such an option and:
- unit has a maximum number of models
- or there are a minimum of 10 models in a unit
Medium Machine Gun (MMG)
- weapon team - 6 shots
- vehicles - 4 shots
Heavy Machine Gun (HMG)
- weapon team - 5 shots
- vehicles - 3 shots
- +1 pen
Flamethrower
- weapon team - range 6", vehicles - range 12" (the only difference)
- against infantry D6 hits (+2 pen), D3+1 pins
- against soft skins & open tops D6 hits (+2 pen), D3 pins
- against fully enclosed armoured vehicles D6 hits (+2 pen), D2 pins
- no Ld test for a fact of flaming attack, normal test if unit lost half models
Recce
No escape from enemy fire. Recce unit can only make a normal Run move before a battle (like Rangers lead the Way!). Recce units detect hidden units like before.
Cavalry
New Recce instead of Escape rule.