[font=\'Arial]Leider gibt es für diese Truppe noch keine Werte, da wir die Regeln noch nicht festgelegt haben. In den alten Original – Regeln werden folgende 3 Regeloptionen für Rockets angeboten:[/font]
[font=\'Arial][/font][font=\'Arial]1. Treat a rocket battery as a horse battery with no ability to fire cannister. This is the simplest way and will not slow your game down.[/font][font=\'Arial][/font]
[font=\'Arial]2. Treat as a horse artillery battery for movement, range, and effect.[/font][font=\'Arial][/font]
[font=\'Arial]- No \"mis-fires\", no cannister.[/font]
[font=\'Arial]- When firing rocket, roll a D10. [/font]
[font=\'Arial]A: 1,2 = rocket fizzes backward and hits one of your own units (your opponent chooses which one) [/font]
[font=\'Arial]B: 3,4,5 = rocket\'s erratic flight hits another enemy unit (you choose which one). [/font]
[font=\'Arial]C: 6,7,8,9 = rocket hits the intended target.[/font]
[font=\'Arial]D: 10 = rocket goes straight up and explodes in air. Intended target applauds the \"fireworks show\".[/font]
[font=\'Arial][/font][font=\'Arial]3. After finding the unit hit, roll 2 D6 per base for effect. Use regular \"Hit Table\".[/font][font=\'Arial][/font]
[font=\'Arial]- The rocketeer guesses the distance to target & then that spot is measured & the intended flight path marked to the target unit. [/font]
[font=\'Arial]- Roll two D10 dice and sum the total. That is how far the rocket flies along the premeasured course. [/font]
[font=\'Arial]- The roll a D6 to determine rockets\' behavior: [/font]
[font=\'Arial]1: Goes straight ahead [/font]
[font=\'Arial]2[/font][font=\'Arial]: Goes 90 degrees to right [/font]
[font=\'Arial]3: Goes 90 degrees to left [/font]
[font=\'Arial]4: Goes straight backwards [/font]
[font=\'Arial]5: Blows up right there. [/font]
[font=\'Arial]6: Blows up right there.[/font]
[font=\'Arial]- If a 1-4 is rolled on the D6, then again roll two D10 dice and sum the total. That is how far the rocket flies on that course. [/font]
[font=\'Arial]- If the explosion marker comes up it blows up where it is. [/font]
[font=\'Arial]- If not, continue as above till it blows up somewhere. Any enemy unit within 2\" of explosion must test for casualties. Roll a d6 & 1-4 causes that many casualties, 5 & 6 cause no casualties. [/font]
[font=\'Arial]- There is no range. If the rocketeer can see it, he can shoot at it. [/font]
[font=\'Arial]- Any cavalry unit, of either side ,overflown by the rocket must test morale. Failure means to fall back. [/font]
[font=\'Arial]- Only one rocket per battery per turn using this method.[/font][font=\'Times New Roman][/font]