Difference between revisions of "Sangin V2 ChargeOverhaul"
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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 | ||
+ | = Character Changes = | ||
+ | |||
+ | *Replace Wounds with a Wound track | ||
+ | ---- | ||
+ | OLD | ||
== General Tweaks == | == General Tweaks == | ||
*"Gone Firm" is renamed "Gone To Ground".<br> | *"Gone Firm" is renamed "Gone To Ground".<br> | ||
Line 9: | Line 14: | ||
***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) | ***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 | + | == Custom Spotting Rules == |
*Current spotting rules can lead to some complications (requiring keeping track of who has spotted who) | *Current spotting rules can lead to some complications (requiring keeping track of who has spotted who) | ||
Line 20: | Line 25: | ||
***''This rewards the use of remote spotters/UAVs to keep spotted units'' | ***''This rewards the use of remote spotters/UAVs to keep spotted units'' | ||
− | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 186px;" | + | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 186px;" |
− | |- style="height: 28px;" | + | |- style="height: 28px;" |
| style="width: 5.68536%; height: 28px;" | | | style="width: 5.68536%; height: 28px;" | | ||
<br> | <br> | ||
Line 27: | Line 32: | ||
| style="width: 38.6033%; height: 28px;" | Description | | style="width: 38.6033%; height: 28px;" | Description | ||
| style="width: 38.6033%; height: 28px;" | Effect on Enemy Figures | | style="width: 38.6033%; height: 28px;" | Effect on Enemy Figures | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 5.68536%; height: 51px;" | 0 | | style="width: 5.68536%; height: 51px;" | 0 | ||
| style="width: 17.108%; height: 51px;" | Unknown | | 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;" | 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="width: 38.6033%; height: 51px;" | Spotting costs AP, no benefit | ||
− | |- style="height: 28px;" | + | |- style="height: 28px;" |
| style="width: 5.68536%; height: 28px;" | 1 | | style="width: 5.68536%; height: 28px;" | 1 | ||
| style="width: 17.108%; height: 28px;" | Contact | | 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;" | This character has been spotted at least once | ||
| style="width: 38.6033%; height: 28px;" | Spotting costs AP, no benefits | | style="width: 38.6033%; height: 28px;" | Spotting costs AP, no benefits | ||
− | |- style="height: 28px;" | + | |- style="height: 28px;" |
| style="width: 5.68536%; height: 28px;" | 2 | | style="width: 5.68536%; height: 28px;" | 2 | ||
| style="width: 17.108%; height: 28px;" | Confirmed | | style="width: 17.108%; height: 28px;" | Confirmed | ||
Line 43: | Line 48: | ||
The character has been spotted and confirmed to be hostile | 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="width: 38.6033%; height: 28px;" | First Spotting in activation is free, +20 spotting | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 5.68536%; height: 51px;" | 3 | | style="width: 5.68536%; height: 51px;" | 3 | ||
| style="width: 17.108%; height: 51px;" | Triangulated | | style="width: 17.108%; height: 51px;" | Triangulated | ||
Line 53: | Line 58: | ||
== Custom Weapon Table == | == Custom Weapon Table == | ||
− | {| class="wikitable" style="border-collapse: collapse; height: 951px;" border="2" | + | {| class="wikitable" style="border-collapse: collapse; height: 951px;" border="2" |
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
! style="width: 113px; height: 51px;" | Weapon | ! style="width: 113px; height: 51px;" | Weapon | ||
! style="width: 96px; height: 51px;" | Skill to Fire | ! style="width: 96px; height: 51px;" | Skill to Fire | ||
Line 64: | Line 69: | ||
! style="width: 128px; height: 51px;" | Notes | ! style="width: 128px; height: 51px;" | Notes | ||
! style="width: 234px; height: 51px;" | Examples/Comments | ! style="width: 234px; height: 51px;" | Examples/Comments | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | Pistol | | style="width: 113px; height: 51px;" | Pistol | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 75: | Line 80: | ||
CQB Bonus | CQB Bonus | ||
| style="width: 234px; height: 51px;" | .... Pistols | | style="width: 234px; height: 51px;" | .... Pistols | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | Shotgun | | style="width: 113px; height: 51px;" | Shotgun | ||
| style="width: 96px; height: 51px;" | Rifle | | style="width: 96px; height: 51px;" | Rifle | ||
Line 85: | Line 90: | ||
| style="width: 128px; height: 51px;" | CQB Bonus | | style="width: 128px; height: 51px;" | CQB Bonus | ||
| style="width: 234px; height: 51px;" | Shotguns | | style="width: 234px; height: 51px;" | Shotguns | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | SMG | | style="width: 113px; height: 51px;" | SMG | ||
| style="width: 96px; height: 51px;" | Rifle | | style="width: 96px; height: 51px;" | Rifle | ||
Line 96: | Line 101: | ||
| style="width: 128px; height: 51px;" | CQB Bonus, Low Armour Pen(2) | | style="width: 128px; height: 51px;" | CQB Bonus, Low Armour Pen(2) | ||
| style="width: 234px; height: 51px;" | All SMGs | | style="width: 234px; height: 51px;" | All SMGs | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | CQB Carbine | | style="width: 113px; height: 51px;" | CQB Carbine | ||
| style="width: 96px; height: 51px;" | Rifle | | style="width: 96px; height: 51px;" | Rifle | ||
Line 107: | Line 112: | ||
| style="width: 128px; height: 51px;" | CQB Bonus | | style="width: 128px; height: 51px;" | CQB Bonus | ||
| style="width: 234px; height: 51px;" | Mk18s, AKSU, MCX Copperhead etc | | style="width: 234px; height: 51px;" | Mk18s, AKSU, MCX Copperhead etc | ||
− | |- style="height: 28px;" | + | |- style="height: 28px;" |
| style="width: 113px; height: 28px;" | Assault Rifle | | style="width: 113px; height: 28px;" | Assault Rifle | ||
| style="width: 96px; height: 28px;" | Rifle | | style="width: 96px; height: 28px;" | Rifle | ||
Line 119: | Line 124: | ||
<br> | <br> | ||
| style="width: 234px; height: 28px;" | All assault rifles/battle rifles | | style="width: 234px; height: 28px;" | All assault rifles/battle rifles | ||
− | |- style="height: 28px;" | + | |- style="height: 28px;" |
| style="width: 113px; height: 28px;" | LSW | | style="width: 113px; height: 28px;" | LSW | ||
| style="width: 96px; height: 28px;" | Rifle | | style="width: 96px; height: 28px;" | Rifle | ||
Line 131: | Line 136: | ||
<br> | <br> | ||
| style="width: 234px; height: 28px;" | LSW, RPK, M27 being fired as personal weapon | | style="width: 234px; height: 28px;" | LSW, RPK, M27 being fired as personal weapon | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | <br> | | style="width: 113px; height: 51px;" | <br> | ||
| style="width: 96px; height: 51px;" | Rifle | | style="width: 96px; height: 51px;" | Rifle | ||
Line 142: | Line 147: | ||
| style="width: 128px; height: 51px;" | Burst, Suppressive (3) | | style="width: 128px; height: 51px;" | Burst, Suppressive (3) | ||
| style="width: 234px; height: 51px;" | Firing the LSW/RPK/M27 in a suppressive role | | style="width: 234px; height: 51px;" | Firing the LSW/RPK/M27 in a suppressive role | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | LMG | | style="width: 113px; height: 51px;" | LMG | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 153: | Line 158: | ||
| style="width: 128px; height: 51px;" | Burst | | style="width: 128px; height: 51px;" | Burst | ||
| style="width: 234px; height: 51px;" | M249, MG4, Negev - man-portable, belt-fed intermediate calibre | | style="width: 234px; height: 51px;" | M249, MG4, Negev - man-portable, belt-fed intermediate calibre | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | MMG | | style="width: 113px; height: 51px;" | MMG | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 164: | Line 169: | ||
| style="width: 128px; height: 51px;" | Burst | | 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="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="height: 51px;" |
| style="width: 113px; height: 51px;" | HMG | | style="width: 113px; height: 51px;" | HMG | ||
| style="width: 96px; height: 51px;" | Crew Served Weapons | | style="width: 96px; height: 51px;" | Crew Served Weapons | ||
Line 175: | Line 180: | ||
| style="width: 128px; height: 51px;" | Burst | | style="width: 128px; height: 51px;" | Burst | ||
| style="width: 234px; height: 51px;" | DSHK, M2 .50cal, NSV | | style="width: 234px; height: 51px;" | DSHK, M2 .50cal, NSV | ||
− | |- style="height: 28px;" | + | |- style="height: 28px;" |
| style="width: 113px; height: 28px;" | DMR | | style="width: 113px; height: 28px;" | DMR | ||
| style="width: 96px; height: 28px;" | Rifle | | style="width: 96px; height: 28px;" | Rifle | ||
Line 189: | Line 194: | ||
<br> | <br> | ||
| style="width: 234px; height: 28px;" | Using DMRs as a personal weapon | | style="width: 234px; height: 28px;" | Using DMRs as a personal weapon | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | <br> | | style="width: 113px; height: 51px;" | <br> | ||
| style="width: 96px; height: 51px;" | Rifle | | style="width: 96px; height: 51px;" | Rifle | ||
Line 202: | Line 207: | ||
| style="width: 128px; height: 51px;" | Suppressive (4) | | style="width: 128px; height: 51px;" | Suppressive (4) | ||
| style="width: 234px; height: 51px;" | Firing the above weapon in its main role to cause suppression | | style="width: 234px; height: 51px;" | Firing the above weapon in its main role to cause suppression | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | Marksman Rifle | | style="width: 113px; height: 51px;" | Marksman Rifle | ||
| style="width: 96px; height: 51px;" | Rifle | | style="width: 96px; height: 51px;" | Rifle | ||
Line 215: | Line 220: | ||
| style="width: 128px; height: 51px;" | Suppressive (4) | | style="width: 128px; height: 51px;" | Suppressive (4) | ||
| style="width: 234px; height: 51px;" | Bolt Action sniper rifle | | style="width: 234px; height: 51px;" | Bolt Action sniper rifle | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | Hand Grenade | | style="width: 113px; height: 51px;" | Hand Grenade | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 225: | Line 230: | ||
| style="width: 128px; height: 51px;" | Blast, Single Shot | | style="width: 128px; height: 51px;" | Blast, Single Shot | ||
| style="width: 234px; height: 51px;" | .... It's a frag grenade | | style="width: 234px; height: 51px;" | .... It's a frag grenade | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | Grenade Launcher | | style="width: 113px; height: 51px;" | Grenade Launcher | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 235: | Line 240: | ||
| style="width: 128px; height: 51px;" | Blast, Reload | | style="width: 128px; height: 51px;" | Blast, Reload | ||
| style="width: 234px; height: 51px;" | UGLs, M79 | | style="width: 234px; height: 51px;" | UGLs, M79 | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | RPG - HEAT | | style="width: 113px; height: 51px;" | RPG - HEAT | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 245: | Line 250: | ||
| style="width: 128px; height: 51px;" | Blast, Single Shot, Cover Defeating (10) | | style="width: 128px; height: 51px;" | Blast, Single Shot, Cover Defeating (10) | ||
| style="width: 234px; height: 51px;" | <br> | | style="width: 234px; height: 51px;" | <br> | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | RPG - Airburst | | style="width: 113px; height: 51px;" | RPG - Airburst | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 257: | Line 262: | ||
| style="width: 128px; height: 51px;" | Blast, Single Shot, Inaccurate (20), Airburst | | style="width: 128px; height: 51px;" | Blast, Single Shot, Inaccurate (20), Airburst | ||
| style="width: 234px; height: 51px;" | <br> | | style="width: 234px; height: 51px;" | <br> | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | LAW | | style="width: 113px; height: 51px;" | LAW | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 271: | Line 276: | ||
| style="width: 234px; height: 51px;" | | | style="width: 234px; height: 51px;" | | ||
<br> | <br> | ||
− | |- style="height: 51px;" | + | |- style="height: 51px;" |
| style="width: 113px; height: 51px;" | Carl Gustav | | style="width: 113px; height: 51px;" | Carl Gustav | ||
| style="width: 96px; height: 51px;" | Infantry Weapons | | style="width: 96px; height: 51px;" | Infantry Weapons | ||
Line 290: | Line 295: | ||
=== Weapon Special Rules === | === Weapon Special Rules === | ||
− | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 253px;" | + | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 253px;" |
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | '''Rule''' | | style="width: 50%; height: 23px;" | '''Rule''' | ||
| style="width: 50%; height: 23px;" | '''Effect''' | | style="width: 50%; height: 23px;" | '''Effect''' | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Blast | | style="width: 50%; height: 23px;" | Blast | ||
| style="width: 50%; height: 23px;" | Follows the Blast rules (under Template weapons) | | style="width: 50%; height: 23px;" | Follows the Blast rules (under Template weapons) | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Burst | | style="width: 50%; height: 23px;" | Burst | ||
| style="width: 50%; height: 23px;" | Follows the Burst rules (under Template weapons) | | style="width: 50%; height: 23px;" | Follows the Burst rules (under Template weapons) | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Reload | | style="width: 50%; height: 23px;" | Reload | ||
| style="width: 50%; height: 23px;" | Weapon must be reloaded after every shot | | style="width: 50%; height: 23px;" | Weapon must be reloaded after every shot | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Single Shot | | style="width: 50%; height: 23px;" | Single Shot | ||
| style="width: 50%; height: 23px;" | Weapon can only be used once and then removed from inventory | | style="width: 50%; height: 23px;" | Weapon can only be used once and then removed from inventory | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Suppressive (x) | | 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="width: 50%; height: 23px;" | Changes how many dice are rolled for suppression - instead of firepower use X | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | CQB Bonus | | style="width: 50%; height: 23px;" | CQB Bonus | ||
| style="width: 50%; height: 23px;" | +20% when performing CQB attacks | | style="width: 50%; height: 23px;" | +20% when performing CQB attacks | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Low Armour Pen (x) | | 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="width: 50%; height: 23px;" | Weapon is not designed to defeat body armour. Add X to armour when rolling the save | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Cover Defeating(x) | | style="width: 50%; height: 23px;" | Cover Defeating(x) | ||
| style="width: 50%; height: 23px;" | Reduces modifiers related to Cover by -X% | | style="width: 50%; height: 23px;" | Reduces modifiers related to Cover by -X% | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Airburst | | style="width: 50%; height: 23px;" | Airburst | ||
| style="width: 50%; height: 23px;" | Ignore Concealment/Cover when rolling to hit on target without overhead cover | | style="width: 50%; height: 23px;" | Ignore Concealment/Cover when rolling to hit on target without overhead cover | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 50%; height: 23px;" | Inaccurate(x) | | style="width: 50%; height: 23px;" | Inaccurate(x) | ||
| style="width: 50%; height: 23px;" | Reduces to hit rolls by a modifier of -X% | | style="width: 50%; height: 23px;" | Reduces to hit rolls by a modifier of -X% | ||
Line 327: | Line 332: | ||
=== Weapon Attachment Rules === | === Weapon Attachment Rules === | ||
− | {| class="wikitable" style="border-collapse: collapse; width: 100%;" | + | {| class="wikitable" style="border-collapse: collapse; width: 100%;" |
|- | |- | ||
| style="width: 50%;" | '''Attachment''' | | style="width: 50%;" | '''Attachment''' | ||
Line 344: | Line 349: | ||
== Custom Body Armour Values == | == Custom Body Armour Values == | ||
− | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 92px;" | + | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 92px;" |
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 33.3333%; height: 23px;" | Type | | style="width: 33.3333%; height: 23px;" | Type | ||
| style="width: 33.3333%; height: 23px;" | Armour Value | | style="width: 33.3333%; height: 23px;" | Armour Value | ||
| style="width: 16.6667%; height: 23px;" | Initiative Modifier | | style="width: 16.6667%; height: 23px;" | Initiative Modifier | ||
| style="width: 16.6667%;" | Description | | style="width: 16.6667%;" | Description | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 33.3333%; height: 23px;" | Early Body Armour/Flak Jacket | | style="width: 33.3333%; height: 23px;" | Early Body Armour/Flak Jacket | ||
| style="width: 33.3333%; height: 23px;" | 1d10 | | style="width: 33.3333%; height: 23px;" | 1d10 | ||
| style="width: 16.6667%; height: 23px;" | -2 | | style="width: 16.6667%; height: 23px;" | -2 | ||
| style="width: 16.6667%;" | Early body armour (cold war/low quality) | | style="width: 16.6667%;" | Early body armour (cold war/low quality) | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 33.3333%; height: 23px;" | Body Armour | | style="width: 33.3333%; height: 23px;" | Body Armour | ||
| style="width: 33.3333%; height: 23px;" | 1d10+4 | | style="width: 33.3333%; height: 23px;" | 1d10+4 | ||
| style="width: 16.6667%; height: 23px;" | -2 | | style="width: 16.6667%; height: 23px;" | -2 | ||
| style="width: 16.6667%;" | Standard Body Armour | | style="width: 16.6667%;" | Standard Body Armour | ||
− | |- style="height: 23px;" | + | |- style="height: 23px;" |
| style="width: 33.3333%; height: 23px;" | Light Body Armour | | style="width: 33.3333%; height: 23px;" | Light Body Armour | ||
| style="width: 33.3333%; height: 23px;" | 1d10 | | style="width: 33.3333%; height: 23px;" | 1d10 |
Revision as of 18:13, 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
Character Changes
- Replace Wounds with a Wound track
OLD
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
- 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 | - | - |
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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