Difference between revisions of "Sangin V2 ChargeOverhaul"
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(Created page with "This is a dummy page for writing about a possible complete overhaul of Sangin V2 due to several issues in the current version that require complete re-writes") |
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This is a dummy page for writing about a possible complete overhaul of Sangin V2 due to several issues in the current version that require complete re-writes | This is a dummy page for writing about a possible complete overhaul of Sangin V2 due to several issues in the current version that require complete re-writes | ||
+ | == General Tweaks == | ||
+ | *"Gone Firm" is renamed "Gone To Ground".<br> | ||
+ | *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 Spotting Rules (VERY WIP) == | ||
+ | |||
+ | *Current spotting rules can lead to some complications (requiring keeping track of who has spotted who) | ||
+ | *Spotting should be maintained - not everyone will automatically be able to spot an opponent<br> | ||
+ | New idea: | ||
+ | *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 LOS of any enemy figure | ||
+ | ***The meter can not decay to Unknown level unless the figure spends 2x Tempo (?) | ||
+ | ***''This rewards the use of remote spotters/UAVs to keep spotted units'' | ||
+ | |||
+ | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 186px;" | ||
+ | |- style="height: 28px;" | ||
+ | | style="width: 5.68536%; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 17.108%; height: 28px;" | Spotted Level | ||
+ | | style="width: 38.6033%; height: 28px;" | Description | ||
+ | | style="width: 38.6033%; height: 28px;" | Effect on Enemy Figures | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 5.68536%; height: 51px;" | 0 | ||
+ | | style="width: 17.108%; height: 51px;" | Unknown | ||
+ | | style="width: 38.6033%; height: 51px;" | Character is unknown to the enemy force. The enemy is assumed to be in the area but specific locations are unknown | ||
+ | | style="width: 38.6033%; height: 51px;" | Spotting costs AP, no benefit | ||
+ | |- style="height: 28px;" | ||
+ | | style="width: 5.68536%; height: 28px;" | 1 | ||
+ | | style="width: 17.108%; height: 28px;" | Contact | ||
+ | | style="width: 38.6033%; height: 28px;" | This character has been spotted at least once | ||
+ | | style="width: 38.6033%; height: 28px;" | Spotting costs AP, no benefits | ||
+ | |- style="height: 28px;" | ||
+ | | style="width: 5.68536%; height: 28px;" | 2 | ||
+ | | style="width: 17.108%; height: 28px;" | Confirmed | ||
+ | | style="width: 38.6033%; height: 28px;" | | ||
+ | The character has been spotted and confirmed to be hostile | ||
+ | | style="width: 38.6033%; height: 28px;" | First Spotting in activation is free, +20 spotting | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 5.68536%; height: 51px;" | 3 | ||
+ | | style="width: 17.108%; height: 51px;" | Triangulated | ||
+ | | style="width: 38.6033%; height: 51px;" | | ||
+ | The character has been spotted and confirmed by multiple opponents, with information shared between the opposing force. | ||
+ | | style="width: 38.6033%; height: 51px;" | First Spotting in activation is free, +40 spotting | ||
+ | |} | ||
+ | |||
+ | == Custom Weapon Table == | ||
+ | |||
+ | {| class="wikitable" style="border-collapse: collapse; height: 951px;" border="2" | ||
+ | |- style="height: 51px;" | ||
+ | ! style="width: 113px; height: 51px;" | Weapon | ||
+ | ! style="width: 96px; height: 51px;" | Skill to Fire | ||
+ | ! style="width: 61px; height: 51px;" | Range | ||
+ | ! style="width: 102px; height: 51px;" | APs to Fire/Reload | ||
+ | ! style="width: 90px; height: 51px;" | Firepower (D10) | ||
+ | ! style="width: 134px; height: 51px;" | KZ (Radii/Firepower) | ||
+ | ! style="width: 105px; height: 51px;" | DZ (Radii / Firepower) | ||
+ | ! style="width: 128px; height: 51px;" | Notes | ||
+ | ! style="width: 234px; height: 51px;" | Examples/Comments | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | Pistol | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | 0 - 25" | ||
+ | | style="width: 102px; height: 51px;" | 1 | ||
+ | | style="width: 90px; height: 51px;" | 1 | ||
+ | | style="width: 134px; height: 51px;" | - | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | | ||
+ | CQB Bonus | ||
+ | | style="width: 234px; height: 51px;" | .... Pistols | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | Shotgun | ||
+ | | style="width: 96px; height: 51px;" | Rifle | ||
+ | | style="width: 61px; height: 51px;" | 0 - 20"/40" | ||
+ | | style="width: 102px; height: 51px;" | 1 | ||
+ | | style="width: 90px; height: 51px;" | 2/1 | ||
+ | | style="width: 134px; height: 51px;" | - | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | CQB Bonus | ||
+ | | style="width: 234px; height: 51px;" | Shotguns | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | SMG | ||
+ | | style="width: 96px; height: 51px;" | Rifle | ||
+ | | style="width: 61px; height: 51px;" | 0 - 75" | ||
+ | | style="width: 102px; height: 51px;" | 1 | ||
+ | | style="width: 90px; height: 51px;" | 2 | ||
+ | | style="width: 134px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | CQB Bonus, Low Armour Pen(2) | ||
+ | | style="width: 234px; height: 51px;" | All SMGs | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | CQB Carbine | ||
+ | | style="width: 96px; height: 51px;" | Rifle | ||
+ | | style="width: 61px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 51px;" | 1 | ||
+ | | style="width: 90px; height: 51px;" | 2 | ||
+ | | style="width: 134px; height: 51px;" | - | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | CQB Bonus | ||
+ | | style="width: 234px; height: 51px;" | Mk18s, AKSU, MCX Copperhead etc | ||
+ | |- style="height: 28px;" | ||
+ | | style="width: 113px; height: 28px;" | Assault Rifle | ||
+ | | style="width: 96px; height: 28px;" | Rifle | ||
+ | | style="width: 61px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 28px;" | 1 | ||
+ | | style="width: 90px; height: 28px;" | 2 | ||
+ | | style="width: 134px; height: 28px;" | - | ||
+ | | style="width: 105px; height: 28px;" | - | ||
+ | | style="width: 128px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 234px; height: 28px;" | All assault rifles/battle rifles | ||
+ | |- style="height: 28px;" | ||
+ | | style="width: 113px; height: 28px;" | LSW | ||
+ | | style="width: 96px; height: 28px;" | Rifle | ||
+ | | style="width: 61px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 28px;" | 1 | ||
+ | | style="width: 90px; height: 28px;" | 2 | ||
+ | | style="width: 134px; height: 28px;" | - | ||
+ | | style="width: 105px; height: 28px;" | - | ||
+ | | style="width: 128px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 234px; height: 28px;" | LSW, RPK, M27 being fired as personal weapon | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | <br> | ||
+ | | style="width: 96px; height: 51px;" | Rifle | ||
+ | | style="width: 61px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 51px;" | 2/1 | ||
+ | | style="width: 90px; height: 51px;" | 2 | ||
+ | | style="width: 134px; height: 51px;" | 2" | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | Burst, Suppressive (3) | ||
+ | | style="width: 234px; height: 51px;" | Firing the LSW/RPK/M27 in a suppressive role | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | LMG | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 51px;" | 1/2 | ||
+ | | style="width: 90px; height: 51px;" | 3 | ||
+ | | style="width: 134px; height: 51px;" | 2" | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | Burst | ||
+ | | style="width: 234px; height: 51px;" | M249, MG4, Negev - man-portable, belt-fed intermediate calibre | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | MMG | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 51px;" | 2 | ||
+ | | style="width: 90px; height: 51px;" | 4 | ||
+ | | style="width: 134px; height: 51px;" | 3" | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | Burst | ||
+ | | style="width: 234px; height: 51px;" | PKM, M240/FN Mag - belt-fed, full size calibre, can be man portable but is more of a faff to do | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | HMG | ||
+ | | style="width: 96px; height: 51px;" | Crew Served Weapons | ||
+ | | style="width: 61px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 51px;" | 2 | ||
+ | | style="width: 90px; height: 51px;" | 5 | ||
+ | | style="width: 134px; height: 51px;" | 3" | ||
+ | | style="width: 105px; height: 51px;" | - | ||
+ | | style="width: 128px; height: 51px;" | Burst | ||
+ | | style="width: 234px; height: 51px;" | DSHK, M2 .50cal, NSV | ||
+ | |- style="height: 28px;" | ||
+ | | style="width: 113px; height: 28px;" | DMR | ||
+ | | style="width: 96px; height: 28px;" | Rifle | ||
+ | | style="width: 61px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 28px;" | 1 | ||
+ | | style="width: 90px; height: 28px;" | 2 | ||
+ | | style="width: 134px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 105px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 128px; height: 28px;" | | ||
+ | <br> | ||
+ | | style="width: 234px; height: 28px;" | Using DMRs as a personal weapon | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | <br> | ||
+ | | style="width: 96px; height: 51px;" | Rifle | ||
+ | | style="width: 61px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 51px;" | 2/1 | ||
+ | | style="width: 90px; height: 51px;" | 2 | ||
+ | | style="width: 134px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 105px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 128px; height: 51px;" | Suppressive (4) | ||
+ | | style="width: 234px; height: 51px;" | Firing the above weapon in its main role to cause suppression | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | Marksman Rifle | ||
+ | | style="width: 96px; height: 51px;" | Rifle | ||
+ | | style="width: 61px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 102px; height: 51px;" | 2 | ||
+ | | style="width: 90px; height: 51px;" | 2 | ||
+ | | style="width: 134px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 105px; height: 51px;" | | ||
+ | <br> | ||
+ | | style="width: 128px; height: 51px;" | Suppressive (4) | ||
+ | | style="width: 234px; height: 51px;" | Bolt Action sniper rifle | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | Hand Grenade | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | 0 - 15" | ||
+ | | style="width: 102px; height: 51px;" | 3 | ||
+ | | style="width: 90px; height: 51px;" | 3 | ||
+ | | style="width: 134px; height: 51px;" | 3" / 3d10 | ||
+ | | style="width: 105px; height: 51px;" | 8" / 1d10 | ||
+ | | style="width: 128px; height: 51px;" | Blast, Single Shot | ||
+ | | style="width: 234px; height: 51px;" | .... It's a frag grenade | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | Grenade Launcher | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | 5" - | ||
+ | | style="width: 102px; height: 51px;" | 2 | ||
+ | | style="width: 90px; height: 51px;" | 4 | ||
+ | | style="width: 134px; height: 51px;" | 3" / 4d10 | ||
+ | | style="width: 105px; height: 51px;" | 8" / 1d10 | ||
+ | | style="width: 128px; height: 51px;" | Blast, Reload | ||
+ | | style="width: 234px; height: 51px;" | UGLs, M79 | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | RPG - HEAT | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | 5" - | ||
+ | | style="width: 102px; height: 51px;" | 3 | ||
+ | | style="width: 90px; height: 51px;" | 3 | ||
+ | | style="width: 134px; height: 51px;" | 1" / 3d10 | ||
+ | | style="width: 105px; height: 51px;" | 2" / 1d10 | ||
+ | | style="width: 128px; height: 51px;" | Blast, Single Shot, Cover Defeating (10) | ||
+ | | style="width: 234px; height: 51px;" | <br> | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | RPG - Airburst | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | 5" - | ||
+ | | style="width: 102px; height: 51px;" | 3 | ||
+ | | style="width: 90px; height: 51px;" | 2 | ||
+ | | style="width: 134px; height: 51px;" | | ||
+ | 4" / 2d10 | ||
+ | | style="width: 105px; height: 51px;" | | ||
+ | 10" / 1d10 | ||
+ | | style="width: 128px; height: 51px;" | Blast, Single Shot, Inaccurate (20), Airburst | ||
+ | | style="width: 234px; height: 51px;" | <br> | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | LAW | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | 5" - | ||
+ | | style="width: 102px; height: 51px;" | 3/* | ||
+ | | style="width: 90px; height: 51px;" | | ||
+ | 3 | ||
+ | | style="width: 134px; height: 51px;" | | ||
+ | ?? | ||
+ | | style="width: 105px; height: 51px;" | | ||
+ | ?? | ||
+ | | style="width: 128px; height: 51px;" | Blast, Single Shot | ||
+ | | style="width: 234px; height: 51px;" | | ||
+ | <br> | ||
+ | |- style="height: 51px;" | ||
+ | | style="width: 113px; height: 51px;" | Carl Gustav | ||
+ | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
+ | | style="width: 61px; height: 51px;" | 5" | ||
+ | | style="width: 102px; height: 51px;" | | ||
+ | ?? | ||
+ | | style="width: 90px; height: 51px;" | | ||
+ | ?? | ||
+ | | style="width: 134px; height: 51px;" | | ||
+ | ?? | ||
+ | | style="width: 105px; height: 51px;" | | ||
+ | ?? | ||
+ | | style="width: 128px; height: 51px;" | | ||
+ | Blast, Reload | ||
+ | | style="width: 234px; height: 51px;" | | ||
+ | <br> | ||
+ | |} | ||
+ | |||
+ | === Weapon Special Rules === | ||
+ | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 253px;" | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | '''Rule''' | ||
+ | | style="width: 50%; height: 23px;" | '''Effect''' | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Blast | ||
+ | | style="width: 50%; height: 23px;" | Follows the Blast rules (under Template weapons) | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Burst | ||
+ | | style="width: 50%; height: 23px;" | Follows the Burst rules (under Template weapons) | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Reload | ||
+ | | style="width: 50%; height: 23px;" | Weapon must be reloaded after every shot | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Single Shot | ||
+ | | style="width: 50%; height: 23px;" | Weapon can only be used once and then removed from inventory | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Suppressive (x) | ||
+ | | style="width: 50%; height: 23px;" | Changes how many dice are rolled for suppression - instead of firepower use X | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | CQB Bonus | ||
+ | | style="width: 50%; height: 23px;" | +20% when performing CQB attacks | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Low Armour Pen (x) | ||
+ | | style="width: 50%; height: 23px;" | Weapon is not designed to defeat body armour. Add X to armour when rolling the save | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Cover Defeating(x) | ||
+ | | style="width: 50%; height: 23px;" | Reduces modifiers related to Cover by -X% | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Airburst | ||
+ | | style="width: 50%; height: 23px;" | Ignore Concealment/Cover when rolling to hit on target without overhead cover | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 50%; height: 23px;" | Inaccurate(x) | ||
+ | | style="width: 50%; height: 23px;" | Reduces to hit rolls by a modifier of -X% | ||
+ | |} | ||
+ | |||
+ | === Weapon Attachment Rules === | ||
+ | {| class="wikitable" style="border-collapse: collapse; width: 100%;" | ||
+ | |- | ||
+ | | style="width: 50%;" | '''Attachment''' | ||
+ | | style="width: 50%;" | '''Effect''' | ||
+ | |- | ||
+ | | style="width: 50%;" | Suppressor | ||
+ | | style="width: 50%;" | 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. | ||
+ | |- | ||
+ | | style="width: 50%;" | Close Combat Optic | ||
+ | | style="width: 50%;" | +10% to hit - must be declared before shooting, only one optic can be used for each attack | ||
+ | |- | ||
+ | | style="width: 50%;" | Magnified Optic | ||
+ | | style="width: 50%;" | +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 == | ||
+ | |||
+ | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 92px;" | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 33.3333%; height: 23px;" | Type | ||
+ | | style="width: 33.3333%; height: 23px;" | Armour Value | ||
+ | | style="width: 16.6667%; height: 23px;" | Initiative Modifier | ||
+ | | style="width: 16.6667%;" | Description | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 33.3333%; height: 23px;" | Early Body Armour/Flak Jacket | ||
+ | | style="width: 33.3333%; height: 23px;" | 1d10 | ||
+ | | style="width: 16.6667%; height: 23px;" | -2 | ||
+ | | style="width: 16.6667%;" | Early body armour (cold war/low quality) | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 33.3333%; height: 23px;" | Body Armour | ||
+ | | style="width: 33.3333%; height: 23px;" | 1d10+4 | ||
+ | | style="width: 16.6667%; height: 23px;" | -2 | ||
+ | | style="width: 16.6667%;" | Standard Body Armour | ||
+ | |- style="height: 23px;" | ||
+ | | style="width: 33.3333%; height: 23px;" | Light Body Armour | ||
+ | | style="width: 33.3333%; height: 23px;" | 1d10 | ||
+ | | style="width: 16.6667%; height: 23px;" | -1 | ||
+ | | style="width: 16.6667%;" | 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)<br> | ||
+ | *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 |
Revision as of 01:43, 18 September 2022
This is a dummy page for writing about a possible complete overhaul of Sangin V2 due to several issues in the current version that require complete re-writes
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 Spotting Rules (VERY WIP)
- Current spotting rules can lead to some complications (requiring keeping track of who has spotted who)
- Spotting should be maintained - not everyone will automatically be able to spot an opponent
New idea:
- 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 LOS of any enemy figure
- The meter can not decay to Unknown level unless the figure spends 2x Tempo (?)
- This rewards the use of remote spotters/UAVs to keep spotted units
|
Spotted Level | Description | Effect on Enemy Figures |
0 | Unknown | Character is unknown to the enemy force. The enemy is assumed to be in the area but specific locations are unknown | Spotting costs AP, no benefit |
1 | Contact | This character has been spotted at least once | Spotting costs AP, no benefits |
2 | Confirmed |
The character has been spotted and confirmed to be hostile |
First Spotting in activation is free, +20 spotting |
3 | Triangulated |
The character has been spotted and confirmed by multiple opponents, with information shared between the opposing force. |
First Spotting in activation is free, +40 spotting |
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 | -2 | Early body armour (cold war/low quality) |
Body Armour | 1d10+4 | -2 | Standard Body Armour |
Light Body Armour | 1d10 | -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)
- 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