Modifiers: Combat Factors

Modifiers: Combat Factors

These modifiers are generally cumulative (but only to ±3 due to Terrain).

Inferior
Subtract -1 Combat Factors in all categories, if Inferior (I) due to morale and/or training.


Ordinary
0 Additions.


Superior
Add +1 Combat Factors in all categories, if Superior (S) due to morale and/or training.


Exceptional
Add +2 Combat Factors in all categories, if Exceptional (E) due to morale and/or training.


Officer
Add +1 Combat Factors in all categories, if an Officer (-Off).


Armour (etc.)
0 Additions if without armour, shield or other protection. 
See: Armour. Additive.

Normal clothing, most combatants are assumed to wear a helmet, maybe with light / partial padding.
Shooting
All shooting / throwing / Psi ignores Combat Factors due to frontal armour / shield, etc., if shooting from behind. Physical armour is ineffective against ABC (or Psi).
ABC protection is ineffective against physical attacks (or Psi).
Psi defences are ineffective against physical or ABC attacks.


Slopes
Add +1 Combat Factors if in Hand-to-Hand combat and uphill or defending a riverbank.
Also, add +1 Combat Factors if shot at by a primitive projectile or thrown or indirect fire weapon and at a significantly higher elevation; for each 1/3 of its range (1/3 of 8 is 2 for this purpose).


Barriers
Add +1 Combat Factors if shot at or in Hand-to-Hand combat from behind partial cover.
Barriers can be symmetrical (such as a simple wall) or asymmetric (such as cover to the body that leaves the weapon arm and head free, or a gun loophole.)

Add +2 Combat Factors if shot at or in Hand-to-Hand combat from behind cover.
More protection than +3 is possible if the defender pulls back and cannot use LoS weapons or fight Hand-to-Hand.

Add +3 Combat Factors if shot at or in Hand-to-Hand combat from behind a fortification or loophole.
Indirect fire weapons may bypass a barrier, and some weapons may penetrate.Hard cover cannot provide more protection than its own structural value (See Terrain).

Outflanked
Subtract -1 Combat Factors if in Hand-to-Hand combat, for each flank overlapped, and/or each additional enemy in frontal contact with flank or rear.   

It is hard to fight against several opponents.
Surprised
Subtract -2 Combat Factors if shot at or in Hand-to-Hand, if surprised.
As this is not true Hand-to-Hand, the -1 modifier From Behind can apply as well, to a total of -3 Combat Factors.

Threatened
Subtract -1 Combat Factors if in Hand-to-Hand combat and threatened by enemy shooters, but only if their effective Combat Factor is no less than 3 less than the target's.

It is hard to fight in Hand-to-Hand combat and pay attention to enemy snipers (even if they do not shoot).
Hand Weapon
Add +1 Combat Factors if in Hand-to-Hand combat and armed with a blade, bayonet (fixed or not), trenching tool, pistol, claws, etc., or with a martial art.


Sabre
Add +2 Combat Factors if in Hand-to-Hand combat and armed with a sword or sabre with appropriate training.


Multiple shooters
Subtract -1 Combat Factors if shot at, for each additional enemy, upto 3, supporting, but only if the difference between their effective Combat Factors does not exceed 3.
This applies even if facing different types of attack (such as physical and ABC).

It is hard to evade several enemies shooting.
Multiple weapons
Add +1 (or more) Combat Factors shooting, instead, if it is the same figure supporting itself.
Do not combine both types of modifier for more than 3 supporting.

A figure with a gun in each hand, a truck full of riflemen, or 2 grenades taped together, are all coming from the same angle, so (slightly) less effective. 
From Behind
Subtract -1 Combat Factors if shot at from behind.   
For an AFV this must be from behind the hull and turret(s), or from underneath any surface vehicle.
Unless someone is Surprised, Hand-to-Hand combat is assumed o be face to face.
For vehicular Hand to Hand combat, behind can be interpreted as anything other than from the front / on the front edge.

Size
A small / agile target adds +1 Combat Factors if shot at (listed factors could be modified) by a physical attack (not ABC nor Psi).
However, subtract -1 Combat Factors instead, if shot at by shotgun, flamethrower, or other incendiary.


Movement
Subtract -1 Combat Factors, if shooting at a target moving more than 30.

Static/Exposed
Subtract -1 Combat Factors if shot at whilst static and/or exposed.
Add +1 Combat Factors if shooting whilst static and/or exposed.   
Applies to Vehicle / AFV, but not fliers and any figure moving more than 6.

Most figures avoid exposure. Troops can elect to stand tall and shoot, or be caught 6 from the nearest cover.
Elavated
Subtract -1 Combat Factors if shot at whilst elevated.

Add +1 Combat Factors if shooting whilst elevated.
A figure in a watch tower, climbing (or flying slowly) in the clear above terrain features. 
Aim
A Sniper (or other specialist) can add +1 Combat Factors for each uninterrupted turn aiming / preparing, at the same target (or possibly at the edge of cover), if conditions permit. Cannot exceed quality; +1 for (O), +2 (S) or +3 (E).


Sustained fire
Add +1 Combat Factors if shooting at the same target in a subsequent bound (or possibly at the edge of cover).
Being Suppressed is an interruption.


Opportunity fire
Only possible if more than ½ the target's potential maximum move was subject to possible fire (or in some circumstances if the target moves through a restricted fire zone, such as a doorway).
Subtract -1 Combat Factors if shooting at a figure moving from a known position to a covered one, Hand-to-Hand or out of range.
Subtract -2 Combat factors if shooting at a figure moving from a hidden position or Hand-to-Hand combat to a hidden one, Hand-to-Hand or out of range.


Spotting
Off-table weapons, such as artillery and bombs, can be aimed by an on-table figure, if there is adequate communication. Visibility, etc. is measured from the on-table figure.
Shooting blind is generally -3.


Range
Subtract -1 Combat Factors if shooting for each 1/3 beyond effective range.
1/3 of 8 is 2 for this purpose.
Area
The attack rolls once, with appropriate modifiers, and applies this result to all targets which roll separately, with appropriate modifiers.


Radius
Subtract -3 Combat Factors for area effects for each additional 1 radius.


Automatic /
Repeating Fire
Combat Factors can be divided between targets / rolls if shooting / throwing / spell casting continuously.

An (O) GI (+2) using an MG (+3) has +5 combat factors to divide between (upto) 5 targets.
Shooting into
close combat
Subtract -1 Combat Factors if shooting / throwing (not necessarily / Psi / spell casting) at a figure providing flank / rear support. Subtract -2 Combat Factors if shooting, etc. at a figure in Hand-to-Hand.


Shooting into a
Crowd
Subtract -1 or -2 Combat Factors if shooting / throwing (not necessarily Psi / spell casting) at a figure that is wholly or partly obscured by other figures.


Crowded
Figures can fight in closer order than their frontage would permit, but with a penalty of -1 Combat Factors (to shoot, shot at or Hand-to-Hand).
In Good Going, GIs and Heavies can do this without penalty.   

Figures can be crowded together into about half their frontage, but most types suffer a penalty.
This is difficult to represent.
Rough Going
Shooting out of Rough Going is unaffected.
There is no inherent modifier being shot at, although other factors, such as cover, may have an effect. Engineer, Heavy, Artillery, Cavalry, Vehicle and AFV in Rough, and Cavalry attacking enemy in Rough, subtract -1 Combat Factors in Hand-to-Hand.
Others (Crew, Irregular, GI, and Sniper) are unaffected.


Difficult Going
Crew, Engineer, Heavy, Artillery, Cavalry and (moving) Vehicle and AFV subtract -1
Combat Factors shooting out of Difficult.
Others (Irregular, GI, Sniper, and (stationary) Vehicle and AFV) are unaffected.
There is no inherent modifier being shot at, although other factors, such as cover, may have an effect.
Engineer, Heavy, Artillery, Cavalry, Vehicle and AFV in Difficult, and Cavalry attacking enemy in Difficult, subtract -2 Combat Factors in Hand-to-Hand.
Crew and Sniper in Difficult, subtract -1 Combat Factors in Hand-to-Hand.
Others (Irregular and GI) are unaffected.


Weather
Subtract -1 Combat Factors in all categories, if disadvantaged by weather, or other factors.   

Includes wind, dazzle, cold / heat, dust or whatever.
Obscured
Subtract -1 Combat Factors if shooting at a figure who's position is known, but is partly obscured, or an area effect weapon used blind against a comparably sized target area.
F. ex.: at the edge of soft cover, partly obscured by inadequate vegetation or smoke, etc.
F. ex.: a grenade into a room of similar size to the blast (there is no modifier if the room is significantly smaller).

Subtract -2 Combat Factors if shooting at a figure who's position is inexactly known, and is fully obscured, or an area effect weapon used blind against a larger target area.
F. ex.: fully obscured by thick smoke or vegetation, immediately following a > Perception v Stealth result, etc.
F. ex.: a grenade into a room about 2 x as wide as the blast.
F. ex.: shooting blind, on suspicion, immediately following an = Perception v Stealth result, etc.

Subtract -3 Combat Factors if shooting at a figure who's position is implied.


Demoralised
Subtract -1 Combat Factors in all categories, if demoralised or part of a demoralised command.

One could include being out of supply, thirsty or whatever.
Injury
Subtract -1 Combat Factors for each level of Severity.  


Point Blank
Shotgun
Add +2 Combat Factors if shooting a shotgun at 1/3 or less range.
Add +1 Combat Factors if shooting a shotgun at over 1/3 but not over 2/3 range.

1/3 of 8 is 2 for this purpose.
Domination
The more skilled figure in a Hand-to-Hand combat can subtract an Equal Combat Modifier from both sides.     
If they are of equal skill, they can do so by agreement, or by one figure subtracting an additional -1 Combat Factors.

Relative skill; (E) > (S) > (O) > (I) and (-Off) > non-officer of the same category. The more skilled combatant can force a riskier fight. 
Drugs
Add +1 Combat Factors to Hand-to-Hand, shot at, sometimes to shooting.

Poison
Either add +1 to Combat Factors for using poison on a weapon, etc.
Or, more correctly, subtract -1 Combat Factors for each level of potency, upto 3, if facing a poisoned weapon.
Gas, etc. attacks roll v ABC rather than Physical resistance.


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