Difference between revisions of "Sangin V2 ChargeOverhaul"

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Line 1: Line 1:
 
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 (VERY WIP) ==
+
== 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&nbsp;
 
| style="width: 38.6033%; height: 28px;" | This character has been spotted at least once&nbsp;
 
| 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&nbsp;
 
| style="width: 16.6667%; height: 23px;" | Initiative Modifier&nbsp;
 
| 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 - -


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)
  • 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