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Awareness
A
character shouldn’t do anything concerning other characters including friendly
ones unless they are aware of them and what they are doing.
Vision
A
character will be aware of everything in the open and that they have a line of
sight to, unless he is otherwise engaged in some activity (like combat or
shooting) which requires all of their attention.
A)
A
character may be aware of a character in line of sight not in the open
depending how much the other character is moving and whether you are specifically
looking around. A character can spend one or more actions looking around in
which case he can take an initiative test. They are assumed to do this as part
of a pause for breath action. If the initiative test is passed then, they will
be aware of characters in cover nearby and so forth. He may see some characters
and not others. For example a character crouching in cover will be harder to
spot than a character sprinting through the woods. The more actions they spend
looking the more likely they are to see someone.
B)
Cover
– apply a –5% modifier to the initiative test for every location of a character
behind cover.
C)
Speed
– Add 2% to a characters chance of spotting for every yard the character moved
last turn.
D)
Range
– For every full 10 yards over 20 yards apply a –5% modifier to the initiative
test.
E)
Looking
– A character looking at a particular feature has a +20% chance to see anyone
inside/behind it. Be sure the character has reason to do this to avoid the “I’m
looking into those woods with the inquisitor in” routine.
F)
Looking
can be made into a combined action but chances will be halved (or –2% for every
yard moved walking, sneaking or running).
G)
Conditions
– Nighttime, all line of sight is reduced to 1/10th of character
initiative.
i.
Weather,
range modifiers should be doubled, tripled or quadrupled depending on the
conditions. Light rain- doubled, heavy rain- tripled, thunderstorm- quadrupled.
H)
Aiming
– A character aiming is only aware of things between him and his target or
within 2yards of the target.
I)
Characters
in close combat are only aware of their opponent(s).
J)
A
character becomes immediately aware if any character fires within their line of
sight unless the gun is fitted with a flash suppressant.
Hearing
These
are the ranges at which the character can determine where they came from. At
longer range they will hear them but not know which direction they came from.
As with seeing, hearing is affected by other factors. A character firing on
full auto is unlikely to hear someone running behind them, a thunderstorm will
halve all hearing distances, and so on. Similarly a character running across a
metal decking will make more noise than one sneaking through a snowdrift. If
the spend an action listening, hearing ranges increase by 50%.
|
Pistol
shot |
100 yards |
|
Basic
weapon shot |
150 yards |
|
Heavy
weapon shot |
200 yards |
|
Sneaking |
1 yard |
|
Walking/crawling |
5 yards |
|
Running |
10 yards |
|
Sprinting/evading |
15 yards |
|
Smashing
glass |
50 yards |
|
Door
banging |
30 yards |
|
Shouting
heard |
30 yards |
|
Shouting
understood |
20 yards |
|
Conversation |
Distance between talking
characters |
Helmets – For all helmets deduct ¼
to all hearing distances (rounding to the nearest yard).
Open
helm
-15%
to vision based tests
-25%
to hearing based tests
Closed
helm
-25%
to vision based tests
-35%
to hearing based tests
Other
senses
Characters
can also feel and smell other characters but these won’t be used very often.
The GM should adjudicate if and when these are appropriate.
Other
types of awareness.
If
using a comm-link one action might let you say, “there’s one up the tower”,
whilst two would be needed to say “there’s a cultist with a missile launcher up
on the third storey of tower”.
Backstabbing
If a character can sneak into combat with a character outside their arc of vision then they can backstab. Roll to hit with the attackers Ws with no modifiers. If the character misses then they just do normal damage, etc. If they hit they automatically get a critical hit and can add or deduct up to 20% from the location roll. Backstab attacks cant be parried! If the defender survives the backstab and is still standing then they automatically turn to face the attacker and normal close combat ensues.