Difference between revisions of "Sangin V2 ChargeOverhaul"
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<br> | <br> | ||
− | + | = General Tweaks = | |
*"Gone Firm" is renamed "Gone To Ground".<br> | *"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). | *Tempo generation now occurs when a check is passed with a value between 01% and 09% (rather than 10% of the target value). | ||
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***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 Weapon Table = | |
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− | + | = Custom Body Armour Values = | |
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− | + | = Suppression rules = | |
*When a character is wounded, those witnessing the injury (within LOS) take suppression at the same level as the initial attack. | *When a character is wounded, those witnessing the injury (within LOS) take suppression at the same level as the initial attack. | ||
− | + | = Night fighting rules = | |
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***NVG variants (generations) | ***NVG variants (generations) | ||
− | + | = Vehicle rules = | |
Revision as of 01:52, 22 October 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
Core Goals
- Maintain
Character Changes
|
Covert | Hidden | Undetected |
Contact |
Spotted |
Engaged |
|
|
Wounds | Suppresion | |||||||
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 |
|
Spotting
Designer Notes: Currently in Sangin, keeping track of who has spotted who is an incredibly awkward process, relying on either a lattice or frantically remembering. This is one element that slows down play and reduces the ability to play with larger forces. The idea with this spotting is to further the idea introduced with tempo that your force is working together - therefore, spotting becomes a meter on a character sheet showing how aware the opposing force is of them, with that awareness level affecting how you spot a figure. This also allows for stealthy gameplay and covert actions to be implemented.
- Each character has (similar to Suppression and Tempo) a meter on the side of each character - this meter represents how aware the opposing force is of this character
- Every time someone manages to pass a spot check on the character, their meter is increased
- The meter is decreased by 1 when a figure activates out of the LOS of any enemy figure
|
Spotted Level | Description | Effect on Enemy Figures |
Covert | Character is acting covertly, with equipment hidden to blend in with the environment
(Characters can begin in this state but can not drift back into this state without performing specific actions) |
Spotting this character costs 2AP, -75% modifier | |
Hidden | Character is actively hiding
(Characters can begin in this state but can not drift back into this state without performing specific actions) |
Spotting this character costs 1AP, -75% modifier | |
0 | Undetected | Character is unknown to the enemy force. | Spotting this character costs 1AP, no benefit |
1 | Contact | This character has been spotted at least once | Spotting this character costs 1AP, no benefits (Radio Equipped troops gain +10 to spot a target at this level) |
2 | Confirmed |
The character has been spotted and confirmed to be hostile |
First Spotting on this character in activation is free (Radio Equipped troops gain +10 to spot a target at this level) |
3 | Engaged |
The character has been spotted and confirmed by multiple opponents, with information shared between the opposing force. |
First Spotting on this character in activation is free, +40 spotting (Radio Equipped troops gain +10 to spot a target at this level) |
Example:
Sgt A is an Albion soldier on patrol with his team. While moving through a village, they come under fire from an unknown enemy (Insurgent Z).
Insurgent Z begins in the Undetected state.
In his activation, Sgt A spends his three AP:
1. Spots the source of the incoming fire by passing a Spot check. This moves Insurgent Z into the Contact state
Damage and Wounds
Designer Notes: Wound systems similar to an RPG require an additional level of bookkeeping and don't particularly match to the rapid pace of modern combat and the incredible lethality. The rules also add in a certain sense of the unknown when engaging targets, with the result of shooting not revealed until a figure is activated or a spot check is rolled.
General Tweaks
- "Gone Firm" is renamed "Gone To Ground".
- Tempo generation now occurs when a check is passed with a value between 01% and 09% (rather than 10% of the target value).
- While at close range (within 6"), "Gone To Ground" no longer provides a negative modifier to spotting.
- Modifiers for walking/standing for spotting and shooting are removed - it is now considered the "default" mode
- Stray Shots
- When a shot misses its intended target, draw a line from the shooter to the target. If there are any figures within 1" of this line, they are at risk of having taken the shot instead.
- Starting with the closest character, (work out method to determine who gets hit - needs to be that lower experience, higher chance of hitting, inverse of suppression). If a character is hit, resolve the damage against them instead (no matter if they are friend or foe)
Custom Weapon Table
Weapon | Skill to Fire | Range | APs to Fire/Reload | Firepower (D10) | KZ (Radii/Firepower) | DZ (Radii / Firepower) | Notes | Examples/Comments |
---|---|---|---|---|---|---|---|---|
Pistol | Infantry Weapons | 0 - 25" | 1 | 1 | - | - |
CQB Bonus |
.... Pistols |
Shotgun | Rifle | 0 - 20"/40" | 1 | 2/1 | - | - | CQB Bonus | Shotguns |
SMG | Rifle | 0 - 75" | 1 | 2 |
|
- | CQB Bonus, Low Armour Pen(2) | All SMGs |
CQB Carbine | Rifle |
|
1 | 2 | - | - | CQB Bonus | Mk18s, AKSU, MCX Copperhead etc |
Assault Rifle | Rifle |
|
1 | 2 | - | - |
|
All assault rifles/battle rifles |
LSW | Rifle |
|
1 | 2 | - | - |
|
LSW, RPK, M27 being fired as personal weapon |
Rifle |
|
2/1 | 2 | 2" | - | Burst, Suppressive (3) | Firing the LSW/RPK/M27 in a suppressive role | |
LMG | Infantry Weapons |
|
1/2 | 3 | 2" | - | Burst | M249, MG4, Negev - man-portable, belt-fed intermediate calibre |
MMG | Infantry Weapons |
|
2 | 4 | 3" | - | Burst | PKM, M240/FN Mag - belt-fed, full size calibre, can be man portable but is more of a faff to do |
HMG | Crew Served Weapons |
|
2 | 5 | 3" | - | Burst | DSHK, M2 .50cal, NSV |
DMR | Rifle |
|
1 | 2 |
|
|
|
Using DMRs as a personal weapon |
Rifle |
|
2/1 | 2 |
|
|
Suppressive (4) | Firing the above weapon in its main role to cause suppression | |
Marksman Rifle | Rifle |
|
2 | 2 |
|
|
Suppressive (4) | Bolt Action sniper rifle |
Hand Grenade | Infantry Weapons | 0 - 15" | 3 | 3 | 3" / 3d10 | 8" / 1d10 | Blast, Single Shot | .... It's a frag grenade |
Grenade Launcher | Infantry Weapons | 5" - | 2 | 4 | 3" / 4d10 | 8" / 1d10 | Blast, Reload | UGLs, M79 |
RPG - HEAT | Infantry Weapons | 5" - | 3 | 3 | 1" / 3d10 | 2" / 1d10 | Blast, Single Shot, Cover Defeating (10) | |
RPG - Airburst | Infantry Weapons | 5" - | 3 | 2 |
4" / 2d10 |
10" / 1d10 |
Blast, Single Shot, Inaccurate (20), Airburst | |
LAW | Infantry Weapons | 5" - | 3/* |
3 |
?? |
?? |
Blast, Single Shot |
|
Carl Gustav | Infantry Weapons | 5" |
?? |
?? |
?? |
?? |
Blast, Reload |
|
Weapon Special Rules
Rule | Effect |
Blast | Follows the Blast rules (under Template weapons) |
Burst | Follows the Burst rules (under Template weapons) |
Reload | Weapon must be reloaded after every shot |
Single Shot | Weapon can only be used once and then removed from inventory |
Suppressive (x) | Changes how many dice are rolled for suppression - instead of firepower use X |
CQB Bonus | +20% when performing CQB attacks |
Low Armour Pen (x) | Weapon is not designed to defeat body armour. Add X to armour when rolling the save |
Cover Defeating(x) | Reduces modifiers related to Cover by -X% |
Airburst | Ignore Concealment/Cover when rolling to hit on target without overhead cover |
Inaccurate(x) | Reduces to hit rolls by a modifier of -X% |
Weapon Attachment Rules
Attachment | Effect |
Suppressor | Decreases the "Target fired using the Rifle skill" and "Target fired using Infantry Weapons/Crew Served Weapons" modifiers by 10% when attempting to spot a model using this weapon. |
Close Combat Optic | +10% to hit - must be declared before shooting, only one optic can be used for each attack |
Magnified Optic | +10% to hit, +10% to spot - must be declared before shooting, can not be used while moving, only one optic can be used for each attack |
Custom Body Armour Values
Type | Armour Value | Initiative Modifier | Description |
Early Body Armour/Flak Jacket | 1d10 | -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