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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|
||
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