Stealth / Perception


Concealment 

Roll 1D6 + Perception (or any relevant observation skill) ± any Modifiers versus 1D6 + Stealth (or any relevant concealment skill / factor) ± any Modifiers:

Before, during or after a figure moves. This is an active attempt to spot enemy figures in ambush, traps, other dangers, or any other features or information that may be useful, but may not be obvious.
This is in phase 2, and covers a discrete terrain feature such as a single building or a cluster of bushes ~ 6 across. For smaller features (such as a vital key), the area could be smaller, whilst larger features / figures (such as an AFV) the area could be larger. Possible visibility is a factor, but is not a prerequisite, as non-visual senses can be important.
It is possible for a figure / group to move into an area faster than it can examine it effectively.


When a concealed figure attempts to move out of sight, a concealed figure attempts to remain hidden within normal visibility, or a concealed figure fires (with an appropriate weapon) and attempts to remain hidden.
This is in phase 3, and general covers a larger, less well defined area.


Each and every figure can observe once in each bound, although, for simplicity and speed, most observation is by designated scouts or observers.

Figures can also set traps, conceal tracks, disarm traps, etc. at appropriate times (often requiring 1 PIP to start).
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Stealth and Perception Modifiers

Generally cumulative within limits.



Stealth
General Stealth skill is a composite of all relevant skills and aptitudes.


Camouflage
Add +1 (or possibly more) to Stealth.
Suitably coloured clothing or whatever, or improvisation using local materials.
Given time, a single skilled figure can conceal a group.

Encumbrance
Subtract -1 from Stealth if encumbered, wearing any type of unconcealed metallic armour and/or particularly bright / noisy clothing (but never less than a total of -1).


Mount / Vehicle
Use the mount's / team's / vehicle's Stealth.  


Terrain
Modify Stealth by ±1 (or possibly more) for particularly concealing / featureless terrain / circumstances.


Psi / Magic
Add +1 to Stealth for each level of appropriate Magic.

Concealment, Distraction, Illusion / Misdirection and Invisibility, etc.
Observation
General Observation / Perception skill is a composite of all relevant skills and aptitudes.


Rapid Movement
Subtract -1 from Perception for each 6 [3] moved above 6 [3].

It is not possible to check out the ground effectively if moving rapidly.
Multiple Angles
Rather than roll for each figure, roll for a single designated scout and subtract -1 from Stealth for each additional observer, up to 3, but only if the difference between their effective Perception does not exceed 3, examining the same area from a different angle / using a different technique.


Multiple Figures
Rather than roll for each figure, roll for a single designated scout and add +1 to Perception for each additional observer, up to 3, but only if the difference between their effective Perception does not exceed 3, examining the same area from the same group / a similar angle.
Helpers must also be able to see past the others in the group, so only the first figure in a tight column can normally observe directly forwards to full effect.


Mount / Dog / Vehicle
Use the mount's / dog's / vehicle's Perception and viewpoint.
A rider / dog handler with sufficient rapport with the animal will use its strengths.
Being in / on a noisy vehicle carries its own disadvantages.  

Conditions
Modify Perception by ±1 (or possibly more) for particularly conditions / circumstances (such as darkness / dazzle / noise, etc.),


Telescope
Add +1 to (or possibly more) to Perception if using a telescope / binoculars. Range (but not the area scanned) can also be increased depending upon visibility. Night-sights will, in addition, negate the -1 disadvantage die to darkness.


Combat
Subtract -1 from Observation if shot at.
Subtract -2 from Observation if in Hand-to-Hand combat.


Psi / Magic
Add +1 to Observation for each level of appropriate Magic.
Detection magic and Allied Spirits / Familiars, etc.


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 Results of Perception versus Stealth Rolls 


½- (Fumble)
½ (Bad Failure)
1- (Failure)
= (Tie)
1+ (Success)
2 (Good Success)
2+ (Critical Success)

Perception
< ½ Stealth
Perception
= ½ Stealth
Perception
< Stealth
Perception
= Stealth
Perception
> Stealth
Perception
= 2 x Stealth
Perception
> 2 x Stealth 


False alarm / wrong place / guard asleep.
No information.
Vague suspicion.
Unidentified/
Unlocated enemy. Subtract -3 shooting at suspected target.


Enemy identified and/or located.
Concealing player may offer false information.


Subtract -3 shooting at suspected target.




Ambushed group Surprised (-2 Combat Factors).

First in ambushed group surprised.
Advancing column Recoils.
Ambush suspected.   
Ambush detected.


Trap Downs first figure.
First / group Recoils from trap.

First / group stopped by trap.
Trap spotted / Avoided.

Trap disarmed / bypassed.




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Stealth and Perception modifiers

Armoured vehicle, or large truck (big engines)
-2
Fully enclosed armoured vehicle. Visibility impaired.
Fast/fighter aircraft

Unarmoured military vehicles (smaller engines)

-1
Armoured vehicle with cupola. Slow aircraft/bombers 
Static military units/ uncamouflaged field guns/ Aircraft

0
Armoured vehicle with open top, trucks,  cars & civilians.
General Infantry/ camouflaged field guns

+1
General Infantry.
Artillery spotters

+2
Officer, with binoculars, etc. / aerial reconnaissance. 
Sniper teams

+3
Artillery spotter, sniper team or other observation unit.



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