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Re: Combat questions

Posted: Wed 17 Aug 2016, 20:37
by Tomas
Following on from the points I raised in my original post and the great response I received from Tomas I would like to put forward a suggestion for either a tweak or house rule.
The great thing about this suggestion is that it does not require any changes to the rules but actually uses and expands on them.
The only changes would be adding a couple of sentences and a important point that could of been missed can be nicely included in the game.
Please share your thoughts about this .

What I am addressing is point 5 (of the original post) which was if no cover was available could you effectively hit the deck.

You would only need to add the following sentences:

If no cover is available you can use the take cover action to take position on the ground and gain a limited amount of protection against ranged attacks.
This is in effect reducing your silhouette to such attacks and provides a additional -1 modifier to the to the ranged attack against you.
The minimum distance between you and the shooter needs to be at least the short distance category on table 6.3 to be effective.
While on the ground you may still use the rules for fire support and brace your weapon gaining a +1 modifier to your shot.
If you are engaged by a opponent with a ranged weapon within close range while you are prone  you can not effectively defend yourself and are considered immobile.
The attacker gains a +3 modifier to his attack for engaging a immobile opponent see table 6.3 and the within close range rules of the ranged section of the combat rules.

There you go its simple eloquent and just expands on the existing rules .
There are no rule changes just new possibilities and tactical options.

I introduced this idea because in my own humble opinion by accident something was missing.
In every theatre of conflict troops regularly take cover and firing positions on the ground due to the tactical benefits it provides.

I hope you like this idea please post your comments and thoughts.

Andy
Nice houserule, it should work fine. :)

Re: Combat questions

Posted: Wed 17 Aug 2016, 20:38
by Tomas
Oh, and I moved the thread. :)

Re: Combat questions

Posted: Thu 18 Aug 2016, 13:25
by Andywo
@Tomas thanks for moving the thread for me and your comments.

@kronikoren thank you your idea about your house rule made me adjust mine.

I belive a slightly better version would be:

If no cover is available you can use a take cover action to take up a firing position on the ground.
This will provide a limited amount of protection against some ranged attacks while enabling you to brace / support your weapon.
While on the ground you are considered to be prone.
If you are targeted by an opponent within close range while prone you can not effectively defend yourself and are considered immobile.
While immobile the attacker receives a +3 modifier to attack you ( see table 6.3).
Bracing your weapon provides you with a +1modifier to your attacks utilising the fire support rules.
Any ranged attacks against you that already has a negative modifier due to range ( see table 6.3)has the penalty increased by 1 because of your reduced silhouette.

This means you gain no benefit to protection at short and close ranges only a benefit to your shot while you are bracing your weapon.
Shots at you while at long range + incur a additional -1 penalty due to your reduced silhouette.

Andy

Re: Combat questions

Posted: Fri 18 Nov 2016, 12:06
by GIJose
Hi all. First post so please don't bite!

I've asked this question on the KS page but I reckon here's a better place for answers. Under defend action one of the options for extra 6 is inflicting a critical wound. Now this seems a bit strange to me as counterattack damage cannot be increased and it can be taken without counterattack. Leads us to this awkward situation where you dodge a blow so well, you puncture your opponent's lung. This is made all the more complex as you don't even have to account for weapon crit rating. Let's say your opponent narrowly hits you, you can then use one 6 to negate the hit and with an additional 6 cripple the poor sod. Excessive? Very much so!

Am I the only one thinking that's a bit off? I'm considering houseruling that option off from defending or making it only possible if counterattack was taken first.

Re: Combat questions

Posted: Sat 19 Nov 2016, 21:55
by aunderwo
@GIJose

According to the rules on page 87 it says you do count for the crit rating of the weapon and in fact add one

Critical Injury: You inflict a critical injury on your enemy (page
94). Your weapon’s Crit Rating is considered 1 step higher when
defending than when attacking. By adding even more sixes, you
can increase the severity of the critical injury.


That at least is my reading of it :)

Re: Combat questions

Posted: Mon 21 Nov 2016, 00:09
by GIJose
Missed that part -still seems nonsensical to me. I'll probably remove the extra cost but make counterattack a prerequisite for inflicting critical wounds while defending.

Re: Combat questions

Posted: Tue 22 Nov 2016, 16:46
by Tomas
Hi!

The idea is that you need to spend Crit +1 number of sixes when defending, to inflict a critical hit on the attacker. This needs to be clarified, thanks!