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.
Generally cumulative within limits.
Stealth
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General
Stealth skill is a composite of all relevant skills and aptitudes.
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Camouflage
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Add
+1 (or possibly more) to Stealth.
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Suitably
coloured clothing or whatever, or improvisation using local materials.
Given
time, a single skilled figure can conceal a group.
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Encumbrance
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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).
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Mount / Vehicle
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Use
the mount's / team's / vehicle's Stealth.
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Terrain
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Modify
Stealth by ±1 (or possibly more) for particularly concealing / featureless
terrain / circumstances.
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Psi
/ Magic
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Add +1 to Stealth for each level of appropriate Magic.
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Concealment, Distraction,
Illusion / Misdirection and Invisibility, etc.
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Observation
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General
Observation / Perception skill is a composite of all relevant skills and
aptitudes.
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Rapid Movement
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Subtract
-1 from Perception for each 6 [3] moved above 6 [3].
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It
is not possible to check out the ground effectively if moving rapidly.
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Multiple Angles
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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.
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Multiple Figures
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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.
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Mount / Dog / Vehicle
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Use
the mount's / dog's / vehicle's Perception and viewpoint.
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A
rider / dog handler with sufficient rapport with the animal will use its strengths.
Being
in / on a noisy vehicle carries its own disadvantages.
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Conditions
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Modify
Perception by ±1 (or possibly
more) for particularly conditions / circumstances (such as darkness / dazzle
/ noise, etc.),
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Telescope
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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.
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Combat
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Subtract
-1 from Observation if shot at.
Subtract
-2 from Observation if in
Hand-to-Hand combat.
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Psi
/ Magic
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Add +1 to Observation for
each level of appropriate Magic.
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Detection magic and Allied
Spirits / Familiars, etc.
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Results of Perception versus Stealth Rolls
½- (Fumble)
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½ (Bad Failure)
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1- (Failure)
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= (Tie)
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1+ (Success)
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2 (Good Success)
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2+ (Critical Success)
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Perception
< ½ Stealth
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Perception
= ½ Stealth
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Perception
< Stealth
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Perception
= Stealth
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Perception
> Stealth
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Perception
= 2 x Stealth
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Perception
> 2 x
Stealth
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False alarm /
wrong place / guard asleep.
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No information.
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Vague
suspicion.
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Unidentified/
Unlocated enemy. Subtract
-3 shooting at suspected target.
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Enemy
identified and/or located.
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Concealing
player may offer false information.
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Subtract -3
shooting at suspected target.
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Ambushed group Surprised
(-2 Combat Factors).
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First in
ambushed group surprised.
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Advancing
column Recoils.
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Ambush suspected.
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Ambush
detected.
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Trap Downs
first figure.
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First / group
Recoils from trap.
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First / group
stopped by trap.
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Trap spotted /
Avoided.
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Trap disarmed /
bypassed.
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Stealth and
Perception modifiers
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Armoured vehicle, or large truck (big engines)
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-2
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Fully
enclosed armoured vehicle. Visibility impaired.
Fast/fighter
aircraft
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Unarmoured military vehicles (smaller engines)
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-1
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Armoured
vehicle with cupola. Slow aircraft/bombers
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Static military units/ uncamouflaged field guns/
Aircraft
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0
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Armoured
vehicle with open top, trucks, cars
& civilians.
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General Infantry/ camouflaged field guns
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+1
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General
Infantry.
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Artillery spotters
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+2
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Officer,
with binoculars, etc. / aerial reconnaissance.
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Sniper teams
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+3
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Artillery
spotter, sniper team or other observation unit.
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