Difference between revisions of "Sangin V2 ChargeOverhaul"
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= Character Changes = | = Character Changes = | ||
− | {| class="wikitable" style="border-collapse: collapse; width: 100 | + | {| class="wikitable" style="border-collapse: collapse; width: 100%; height: 404px;" |
− | |- style="height: | + | |- style="height: 113px;" |
− | | style="height: | + | | style="height: 113px; width: 11.2616%;" | |
<br> | <br> | ||
− | | style="width: 11.0519%; height: | + | | style="width: 11.0519%; height: 141px;" rowspan="2" | '''Covert''' |
− | | style="width: 11.0756%; height: | + | | style="width: 11.0756%; height: 141px;" rowspan="2" | '''Hidden''' |
− | | style="width: 11.0756%; height: | + | | style="width: 11.0756%; height: 141px;" rowspan="2" | '''Undetected'''<br> |
− | | style="width: 11.0756%; height: | + | | style="width: 11.0756%; height: 141px;" rowspan="2" | '''Contact'''<br> |
− | | style="width: 11.0756%; height: | + | | style="width: 11.0756%; height: 141px;" rowspan="2" | '''Spotted'''<br> |
− | | style="width: 11.0756%; height: | + | | style="width: 11.0756%; height: 141px;" rowspan="2" | '''Engaged'''<br> |
− | | style="height: | + | | style="height: 113px; width: 9.56816%;" | |
<br> | <br> | ||
− | | style="width: 12. | + | | style="height: 113px; width: 12.4471%;" | |
<br> | <br> | ||
− | |- | + | |- style="height: 28px;" |
+ | | style="width: 11.2616%; height: 28px;" | <br> | ||
+ | | style="width: 9.56816%; height: 28px;" | <br> | ||
+ | | style="width: 12.4471%; height: 28px;" | <br> | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
− | | style="width: 11. | + | | style="width: 11.2616%; height: 33px;" rowspan="2" | '''Unharmed''' |
| style="width: 11.0519%; height: 23px;" | '''<span style="text-decoration: underline;">Name</span>''' | | style="width: 11.0519%; height: 23px;" | '''<span style="text-decoration: underline;">Name</span>''' | ||
− | | style="width: | + | | style="height: 23px; width: 11.0756%;" | |
<br> | <br> | ||
− | | style="width: 12. | + | | style="width: 11.0756%; height: 23px;" | <br> |
− | |- style="height: | + | | style="width: 11.0756%; height: 23px;" | <br> |
− | | style="width: 11.0519%; height: | + | | style="width: 11.0756%; height: 23px;" | <br> |
− | | style="width: 11.0756%; height: | + | | style="width: 11.0756%; height: 23px;" | <br> |
− | | style="width: 11.0756%; height: | + | | style="width: 9.56816%; height: 23px;" | <br> |
− | | style="width: 11.0756%; height: | + | | style="width: 12.4471%; height: 23px;" | '''0''' |
− | | style="width: 11.0756%; height: | + | |- style="height: 10px;" |
− | | style="width: 11.0756%; height: | + | | style="width: 11.0519%; height: 10px;" | '''<span style="text-decoration: underline;">EXP</span>''' |
− | | style="width: 9. | + | | style="width: 11.0756%; height: 10px;" | '''C''' |
+ | | style="width: 11.0756%; height: 10px;" | '''N''' | ||
+ | | style="width: 11.0756%; height: 10px;" | '''A''' | ||
+ | | style="width: 11.0756%; height: 10px;" | '''V''' | ||
+ | | style="width: 11.0756%; height: 10px;" | '''E''' | ||
+ | | style="height: 10px; width: 9.56816%;" | | ||
<br> | <br> | ||
− | | style="width: 12. | + | | style="width: 12.4471%; height: 10px;" | '''10''' |
|- style="height: 23px;" | |- style="height: 23px;" | ||
− | | style="width: 11. | + | | style="width: 11.2616%; height: 46px;" rowspan="2" | '''Lightly Wounded''' |
| style="width: 11.0519%; height: 23px;" | '''<span style="text-decoration: underline;">Class</span>''' | | style="width: 11.0519%; height: 23px;" | '''<span style="text-decoration: underline;">Class</span>''' | ||
| style="width: 55.378%; height: 23px;" colspan="5" | | | style="width: 55.378%; height: 23px;" colspan="5" | | ||
<br> | <br> | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''20''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
| style="width: 55.3543%; height: 23px;" colspan="5" | '''Spot''' | | style="width: 55.3543%; height: 23px;" colspan="5" | '''Spot''' | ||
| style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | | style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''30''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
− | | style="width: 11. | + | | style="width: 11.2616%; height: 46px;" rowspan="2" | '''Medium Wound''' |
| style="width: 55.3543%; height: 23px;" colspan="5" | '''Rifle''' | | style="width: 55.3543%; height: 23px;" colspan="5" | '''Rifle''' | ||
| style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | | style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''40''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
| style="width: 55.3543%; height: 23px;" colspan="5" | '''CQB''' | | style="width: 55.3543%; height: 23px;" colspan="5" | '''CQB''' | ||
| style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | | style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''Go To Ground''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
− | | style="width: 11. | + | | style="width: 11.2616%; height: 46px;" rowspan="2" | '''Heavily wounded''' |
| style="width: 55.3543%; height: 23px;" colspan="5" | '''*Skill*''' | | style="width: 55.3543%; height: 23px;" colspan="5" | '''*Skill*''' | ||
| style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | | style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''60''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
| style="width: 55.3543%; height: 23px;" colspan="5" | '''*Skill*''' | | style="width: 55.3543%; height: 23px;" colspan="5" | '''*Skill*''' | ||
| style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | | style="width: 11.0756%; height: 23px;" | '''*Skill Value*''' | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''70''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
− | | style="width: 11. | + | | style="width: 11.2616%; height: 46px;" rowspan="2" | '''Combat Ineffective''' |
| style="width: 11.0519%; height: 23px;" | <span style="text-decoration: underline;">Initiative</span> | | style="width: 11.0519%; height: 23px;" | <span style="text-decoration: underline;">Initiative</span> | ||
| style="width: 11.0756%; height: 23px;" | | | style="width: 11.0756%; height: 23px;" | | ||
<br> | <br> | ||
| style="width: 44.3024%; height: 23px;" colspan="4" | <span style="text-decoration: underline;">Gear</span><br> | | style="width: 44.3024%; height: 23px;" colspan="4" | <span style="text-decoration: underline;">Gear</span><br> | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''80''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
| style="width: 11.0519%; height: 23px;" | <span style="text-decoration: underline;">Body Armour</span> | | style="width: 11.0519%; height: 23px;" | <span style="text-decoration: underline;">Body Armour</span> | ||
Line 74: | Line 89: | ||
| style="width: 44.3024%; height: 23px;" colspan="4" | | | style="width: 44.3024%; height: 23px;" colspan="4" | | ||
<br> | <br> | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''90''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
− | | style="width: 11. | + | | style="width: 11.2616%; height: 46px;" rowspan="2" | '''KIA''' |
| style="width: 22.1275%; height: 23px;" colspan="2" | | | style="width: 22.1275%; height: 23px;" colspan="2" | | ||
<br> | <br> | ||
Line 87: | Line 103: | ||
| style="width: 11.0756%; height: 23px;" | | | style="width: 11.0756%; height: 23px;" | | ||
<br> | <br> | ||
− | | style="width: 12. | + | | style="width: 9.56816%; height: 23px;" | <br> |
+ | | style="width: 12.4471%; height: 23px;" | '''Pinned''' | ||
|- style="height: 23px;" | |- style="height: 23px;" | ||
| style="width: 11.0519%; height: 23px;" | <span style="text-decoration: underline;">Tempo</span> | | style="width: 11.0519%; height: 23px;" | <span style="text-decoration: underline;">Tempo</span> | ||
Line 95: | Line 112: | ||
| style="width: 11.0756%; height: 23px;" | 3 | | style="width: 11.0756%; height: 23px;" | 3 | ||
| style="width: 11.0756%; height: 23px;" | 4 | | style="width: 11.0756%; height: 23px;" | 4 | ||
− | | style="width: 9. | + | | style="width: 9.56816%; height: 23px;" | 5 |
− | | style="width: 12. | + | | style="width: 12.4471%; height: 23px;" | |
<br> | <br> | ||
|} | |} |
Revision as of 18:58, 19 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
|
Covert | Hidden | Undetected |
Contact |
Spotted |
Engaged |
|
|
Unharmed | Name |
|
0 | |||||
EXP | C | N | A | V | E |
|
10 | |
Lightly Wounded | Class |
|
20 | |||||
Spot | *Skill Value* | 30 | ||||||
Medium Wound | Rifle | *Skill Value* | 40 | |||||
CQB | *Skill Value* | Go To Ground | ||||||
Heavily wounded | *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 |
|
- Replace Wounds with a Wound track - Details below
- Added a Spotting track
Spotting
Damage and Wounds
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)
- 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