Flying Lead - Rules Modifications
1. Results of Shooting
The aim of these modifications is
to reduce the direct lethality of shooting and, by introducing a gradual
upscaling of consequences, make the game more tactical. They have been
tested and work well.
Scored more than the target :
The target Goes to Ground (basically implying suppression). The target is now Prone, which may cause him to drop out of LOS, but cannot otherwise move.
If already Gone to Ground, the target becomes Shaken and must, if possible, crawl S to another piece or area of cover out of LOS of the last firer.
A Gone to Ground character must spend 1 Action to remove this
state, and cannot do anything else until he does; this action also
allows the character to stand up if he wishes; otherwise he remains Prone.
2x the target's result :
The target is Shaken. The target may crawl S to better cover
than currently occupied, or to get out of LOS of the shooter. In any
case the target is Prone, which may cause him to drop out of LOS. If a Shaken character is targetted, the prone modifier is not applied to the firer, whilst the target has a -2 penalty (rather than a +2 for the shooter but all hits Lethal, as in the standard rules).
A Shaken character cannot do anything whilst he remains in that
state. He or she may not be part of a group activated by a Leader, nor a
Fire Team. To recover he or she must activate with three dice
(hence increasing the risk of a turnover). 2 Actions must be spent in
the same activation to recover, after which the character is now Prone.
Whilst a character is Shaken, all shooting results are downgraded
one level (for example : a shooter scoring more than a shaken target
causes a second shaken result; doubling the shaken target puts it Out of
Action).
If a Shaken character receives another Shaken result, he
must take an immediate morale test, apply its results (not requiring one
action to stand up from Prone), and after any forced movement will once
again drop Prone.
Should such a fleeing character be targetted during his forced move
(typically by an enemy on Overwatch), the firer benefits from the usual
bonus for firing at a Shaken target.
3 x the target's result :
The target is Out of Action
4 x the target's result :
The target is Killed in Action. If the firer's die roll was a 6, this results in a Gory Death.
2. Prone
A character may freely go Prone at the end of any Movement action.
To hit modifiers stack for a target that is both Prone and in cover.
3. Targeting priorities
A character must fire at the closest target (but can choose between a target in cover and one that is not).
The firer may choose his target if he succeeds a Q test on one die. +0Q
if the desired target is the second closest, +1Q if the third closest,
and so forth. If the Q test is a failure, the firer may not shoot at
all.
4. Some rules to remember
These are not rules changes, but rules that tend to be forgotten :
- Ambush (p.8) is possible even in the midst of combat, if a firer
emerges from a position in which the target could not see him; if the
firer was prone, consider he was standing up for the purposes of
checking if ambush is possible
- Hard Cover (buildings etc) allows a shot to be ignored if the difference is only 1
- Body Armour gives a modifier that is not cumulative with cover or
prone; characters with body armour have less need to remain in cover
because of this, although it does help to be close to cover t hide
behind if Shaken.
- Targeting priority is something I often forget
- A firer rolling a '1' is an automatic miss, and if another '1' is
rolled, the weapon has jammed or otherwise malfunctioned and must be
repaired
- Overwatch (p.16) is not available for figures of Q5 or more; requires
2 Actions; requires a Q check not to fire; and remains in place if the
weapon firing has a High Rate of Fire or used Select Fire capability to
obtain it.
- Concentrated Fire (p. 18) is available to characters directed by a Leader or forming part of a Fireteam.
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