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Ranged Combat Modifiers Attack Type Hip shot Snap Shot Aimed Shot -Weapon Bulk (Min -2)

-0 all penalties Moving Target Trot Run Sprint -1 -2 -3 Called Attacks Head (+2 damage) Limbs (+1 damage) Torso -4 -2 -1

Weapon Range Each range band beyond optimum (Up to maximum range) -3

Moving Shooter Crawl Walk or Stagger Trot -4 -1 -2 -3 -5

Target Size Very Small (Cat, Rifle) Small (Child, Dog) Large (Horse, Car) 2 range bands farther 1 range band farther 1 range band closer

Visual Range Penalties Personal (next to opponent) GunFighting (to 7m/ 20 ft) CQB (7-25m/20-80 ft) Tight (25-100m/80-330 ft) Medium (100-200m/330-660 ft) Open (200-400m/660 ft- mile) Sniping (400-800m/- mile) EXtreme (800-1600m/-1 mile) -0 -0 -1 -2 -4 -8 -16 -32

Run Sprint

V Large (Elephant, AFV) 2 range band closer Huge (House) Burst Fire 3 bands closer

Vehicle Movement (shooter or target) Half Safe Speed or less Half Safe Speed Safe Speed Above Safe Speed Twice Safe Speed -0 -1 -2 -3

Per additional rounds in burst Easy Target Target is unaware/ unconscious

+1

+4

Target lacks freedom of movement etc. +2 (Any number of conditions may apply, but the target is at some disadvantage but not completely unaware)

Tactical Action Costs (Ticks) Assess Situation (+1 to AWA check per tick above 1) Attack (As per weapon and attack type) Weapon Range Each range band closer than optimum +1 tick Block Variable Variable 1-6 Ticks Activate/ Deactivate Equipment (Such as flicking an on/off switch) Ready/ Stow Equipment (Tick cost equal to the items bulk) Item is in a closed/ secured container Extract item from packed container + 1 tick +1d10 ticks Variable 1 tick Operational Actions (during a pause) Communicate (Complex) Don/Doff Clothing Field Repair Keep Watch Render Aid Reset Weapons Set Hasty Ambush Use Equipment Ditch Equipment Item Held 1 tick 3 ticks 5 ticks 5 ticks Variable 0 ticks Withdraw

Ready/ Stow 2 handed item with 1 hand x 2 ticks If item is a weapon and user is unskilled x 2 ticks

(Blind Strike value of blocking weapon +1 tick) Change stance (Lowering) (Raising) (High Stand-Sit/Kneel-Prone Low) Communicate (Single syllable) (Short Phrase) (Short Sentence) Move 2 ticks 4 ticks

Tick cost for an item attached to person is half the cost needed to ready item Ditching garment/backpack etc takes the rest of the exchange of fire Item has quick release buckles Wait OODA >= 15 OODA 13-14 OODA 10-12 OODA 7-9 OODA 4-6 OODA 1-3 1 tick 2 ticks 3 ticks 4 ticks 5 ticks 6 ticks 3 ticks

(may be combined with another tactical action with a cost of 5 ticks or less) Reload Variable

(Tick cost is equal to the weapons bulk if the ammo is to hand. Add ticks as per Ready/ Stow action if stowed. Unskilled users double reload times)

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