Sangin V2 ChargeOverhaul

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This is a page covering an overhaul to Sangin V2.

Core Goals

  • Maintain

Character Changes


Covert Hidden Undetected
Contact
Spotted
Engaged






Unharmed

Name















0
EXP C N A V E 10

Lightly Wounded
Class


20
Spot *Skill Value* 30
Rifle *Skill Value* 40

Heavily wounded

CQB *Skill Value* Go To Ground
*Skill* *Skill Value* 60
*Skill* *Skill Value* 70
Combat Ineffective

Initiative 


Gear
80
Body Armour




90
KIA







Pinned
Tempo 0 1 2 3 4 5


 

Spotting

Designer Notes: Currently in Sangin, keeping track of who has spotted who is an incredibly awkward process, relying on either a lattice or frantically remembering. This is one element that slows down play and reduces the ability to play with larger forces. The idea with this spotting is to further the idea introduced with tempo that your force is working together - therefore, spotting becomes a meter on a character sheet showing how aware the opposing force is of them, with that awareness level affecting how you spot a figure. This also allows for stealthy gameplay and covert actions to be implemented while on the other angle allows to account for UAVs covering the area.


  • Each character has (similar to Suppression and Tempo) a meter on the side of each character - this meter represents how aware the opposing force is of this character
  • Every time someone manages to pass a spot check on the character, their meter is increased
  • The meter is decreased by 1 when a figure activates out of the LOS of any enemy figure


Spotted Level Description Effect on Enemy Figures

Covert Character is acting covertly, with equipment hidden to blend in with the environment

(Characters can begin in this state but can not drift back into this state without performing specific actions)

Spotting this character costs 2AP, -75% modifier

Hidden Character is actively hiding


(Characters can begin in this state but can not drift back into this state without performing specific actions)

Spotting this character  costs 1AP, -75% modifier
0 Undetected Character is unknown to the enemy force. Spotting this character costs 1AP, no benefit
1 Contact This character has been spotted at least once  Spotting this character costs 1AP, no benefits (Radio Equipped troops gain +10 to spot a target at this level)
2 Confirmed

The character has been spotted and confirmed to be hostile

First Spotting on this character in activation is free (Radio Equipped troops gain +10 to spot a target at this level)
3 Engaged

The character has been spotted and confirmed by multiple opponents, with information shared between the opposing force.

First Spotting on this character in activation is free, +40 spotting (Radio Equipped troops gain +10 to spot a target at this level)


Example:

Sgt A is an Albion soldier on patrol with his team. While moving through a village, they come under fire from an unknown enemy (Insurgent Z).

Insurgent Z begins in the Undetected state.

In his activation, Sgt A spends his three AP:
1. Spots the source of the incoming fire by passing a Spot check. This moves Insurgent Z into the Contact state

2. Shoots and aims but misses


Insurgent Z then activates. He is currently in LOS so no change in spot level. He is too busy shooting to move.

 In his next activation, Sgt A attempts to spot again. He succeeds, and this moves Insurgent Z's spotted state to Confirmed

Damage and Wounds

Designer Notes: Wound systems similar to an RPG require an additional level of bookkeeping and don't particularly match to the rapid pace of modern combat and the incredible lethality. The rules also add in a certain sense of the unknown when engaging targets, with the result of shooting not revealed until a figure is activated or a spot check is rolled.


After successfully hitting a target, rather than rolling for HP damage, apply a number of injury tokens equal to the damage of a weapon. Additional hits on the target from other attacks may add more injury tokens. The target is knocked down and takes suppression as normal.


When the character with injury tokens next activates, or if someone (friend or foe) attempts to assess them (by successfully rolling a spot check), perform an injury test.


First, check the effectiveness of body armour. For each injury token, roll a D10. For each dice that rolls equal to or under the armour value, remove an injury token.


Then, with the remaining injury tokens, roll a D10 and compare to the table below to see what injury state the character is now in. If the armour managed to remove all injury tokens, roll using the Plate Hit row


If a character is already injured, only the more dangerous injury counts - For example, if Sgt A is Heavily Wounded and is hit again causing a Light Wound, he remains heavily wounded. However, Sgt B is lightly wounded and suffers a Combat Ineffective injury, he becomes Combat Ineffective.


Unharmed Lightly Wounded Heavily Wounded Combat Ineffective KIA
Description Character is ready to fight and completely unharmed Character has achieved minor injuries that will slow them down but they can still take part in fighting. Character has achieved major wounds that severely impairs their ability to fight Character has been severely injured and is unable to fight. They are either unconscious or busy attempting to treat their wounds. Character has been killed in action. 
Effect No ill effects Character can not go above 20% suppression Character can not go above 60% suppression

- Does not activate

- Does not fight in CQB

- Can only move with assistance from another character

- Does not activate

- Does not fight in CQB

- Character's body can only be carried


Plate Hit 1-7 8-9 10



1 Injury Token 1-3 4-7 8 9 10
2 Injury Tokens 1-2 3-5 6-7 8-9 10

3 Injury Tokens

1 2-3 4-6 7-9 10

4 Injury Tokens

1 2 3-4 5-8 9-10

5+ Injury Tokens

1


2-4 5-7 8-10


General Tweaks

  • "Gone Firm" is renamed "Gone To Ground".
  • Tempo generation now occurs when a check is passed with a value between 01% and 09% (rather than 10% of the target value).
  • While at close range (within 6"), "Gone To Ground" no longer provides a negative modifier to spotting.
  • Modifiers for walking/standing for spotting and shooting are removed - it is now considered the "default" mode
  • Stray Shots
      • When a shot misses its intended target, draw a line from the shooter to the target. If there are any figures within 1" of this line, they are at risk of having taken the shot instead.
      • Starting with the closest character, (work out method to determine who gets hit - needs to be that lower experience, higher chance of hitting, inverse of suppression). If a character is hit, resolve the damage against them instead (no matter if they are friend or foe)

Custom Weapon Table

Weapon Skill to Fire Range APs to Fire/Reload Firepower (D10) KZ (Radii/Firepower) DZ (Radii / Firepower) Notes Examples/Comments
Pistol Infantry Weapons 0 - 25" 1 1 - -

CQB Bonus

.... Pistols
Shotgun Rifle 0 - 20"/40" 1 2/1 - - CQB Bonus Shotguns
SMG Rifle 0 - 75" 1 2


- CQB Bonus, Low Armour Pen(2) All SMGs
CQB Carbine Rifle


1 2 - - CQB Bonus Mk18s, AKSU, MCX Copperhead etc
Assault Rifle Rifle


1 2 - -


All assault rifles/battle rifles
LSW Rifle


1 2 - -


LSW, RPK, M27 being fired as personal weapon

Rifle


2/1 2 2" - Burst, Suppressive (3) Firing the LSW/RPK/M27 in a suppressive role
LMG Infantry Weapons


1/2 3 2" - Burst M249, MG4, Negev - man-portable, belt-fed intermediate calibre
MMG Infantry Weapons


2 4 3" - Burst PKM, M240/FN Mag - belt-fed, full size calibre, can be man portable but is more of a faff to do
HMG Crew Served Weapons


2 5 3" - Burst DSHK, M2 .50cal, NSV
DMR Rifle


1 2




Using DMRs as a personal weapon

Rifle


2/1 2



Suppressive (4) Firing the above weapon in its main role to cause suppression
Marksman Rifle Rifle


2 2



Suppressive (4) Bolt Action sniper rifle
Hand Grenade Infantry Weapons 0 - 15" 3 3 3" / 3d10 8" / 1d10 Blast, Single Shot .... It's a frag grenade
Grenade Launcher Infantry Weapons 5" - 2 4 3" / 4d10 8" / 1d10 Blast, Reload UGLs, M79
RPG - HEAT Infantry Weapons 5" - 3 3 1" / 3d10 2" / 1d10 Blast, Single Shot, Cover Defeating (10)
RPG - Airburst Infantry Weapons 5" - 3 2

4" / 2d10

10" / 1d10

Blast, Single Shot, Inaccurate (20), Airburst
LAW Infantry Weapons 5" - 3/*

3

??

??

Blast, Single Shot


Carl Gustav Infantry Weapons 5"

??

??

??

??

Blast, Reload


Weapon Special Rules

Rule Effect
Blast Follows the Blast rules (under Template weapons)
Burst Follows the Burst rules (under Template weapons)
Reload Weapon must be reloaded after every shot
Single Shot Weapon can only be used once and then removed from inventory
Suppressive (x) Changes how many dice are rolled for suppression - instead of firepower use X
CQB Bonus +20% when performing CQB attacks
Low Armour Pen (x) Weapon is not designed to defeat body armour. Add X to armour when rolling the save
Cover Defeating(x) Reduces modifiers related to Cover by -X%
Airburst Ignore Concealment/Cover when rolling to hit on target without overhead cover
Inaccurate(x) Reduces to hit rolls by a modifier of -X%

Weapon Attachment Rules

Attachment Effect
Suppressor Decreases the "Target fired using the Rifle skill" and "Target fired using Infantry Weapons/Crew Served Weapons" modifiers by 10% when attempting to spot a model using this weapon.
Close Combat Optic +10% to hit - must be declared before shooting, only one optic can be used for each attack
Magnified Optic +10% to hit, +10% to spot - must be declared before shooting, can not be used while moving, only one optic can be used for each attack

Custom Body Armour Values

Type Armour Value Initiative Modifier  Description
Early Body Armour/Flak Jacket 1d10 | 3 -2 Early body armour (cold war/low quality)
Body Armour 1d10+4 | 5 -2 Standard Body Armour
Light Body Armour 1d10 | 3 -1 Light/Raid Body Armour or reduced plates

Suppression rules

  • When a character is wounded, those witnessing the injury (within LOS) take suppression at the same level as the initial attack.

Night fighting rules

  • Night modifiers to spotting and shooting
      • Based on conditions (moonless/full moon/clouds)
  • Use of night fighting attachments
      • White light torches
      • IR lasers
      • NVG variants (generations)

Vehicle rules

Basic concept - vehicles are a container for crew

Crew activate using the usual way for individuals but have different roles depending on position/vehicle

Shooting/spotting modifiers for movement apply for the whole vehicle

Speed meter so you can't stop on a dime