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Armor Save For Ranged Combat





Successful Hits do not automatically inflict damage. To represent the modern advances in body armor, new technology, and plain old luck, the Defender is allowed an Armor Save roll.

The Defender must take one D10 per Successful Hit and roll to determine the extent of that Hit’s damage. The Target Number for the Defender is their Armor stat, minus the Attacking weapon’s Damage, plus or minus any Cover modifiers. Any die rolls of the modified target number or less count as Deflections and no physical damage is sustained.

 

Example

Savak (aka the Weasel) is scavenging an old fire station deep in the Exclusion Zone when he spots a Bloodsucker. He fires his AK-74 at the mutant hoping for a bounty, or at least a few free drinks at the bar for taking out such a dangerous threat. The Weasel’s Combat Ability is 5. The Assault Rifle has a range of 36”, a Firepower of 3, and a Damage stat of 1. The Bloodsucker has an Armor stat of 3. An intervening split log fence counts as an Obstruction. Weasel would spend one Action to roll three dice, (weapon’s Firepower is 3) hoping for a result of 4 or less to Hit the mutant (5 for attacker’s Combat Ability, minus 1 for the Obstruction).

Every result of 4 or less counts as a Hit, and for every Hit, the Bloodsucker must roll one D10, hoping for a result of 2 or less to deflect that Hit (Armor of 3, minus attacking weapon’s Damage of 1).

Weasel brings his rifle up and pulls the trigger…


 

 

Turns out not everyone evacuated after the first Incident. They still call this place ‘home.’ © Lead Adventure Miniatures

4.2
Melee
Combat

 
Melee Combat has similar requirements to Ranged Combat in that the Attacker must spend an Action to Attack and have an appropriate weapon. They must also be in base to base contact with their Target. With rare exception, Melee Combat is resolved by all models involved simultaneously. It is important to note up front that while the Attacker must expend an Action to engage their opponent, Melee

Combat is considered simultaneous, the Defender does not have to expend Actions to fight back.

In this simultaneous brawl, both the Attacker and Defender will roll the appropriate Firepower and Armor Save rolls at the same time for every round of Melee. Each player takes into account their model’s respective Combat Abilities, Special Abilities, weapon Firepower, Damage, and Armor ratings. Any die rolls of the modified target number or less are a Hit. Successful Hits are tallied and compared. The results are applied at the end of each round of Melee.

 

Hit and Parry

At the end of each round of Melee, the number of the Successful hits by both Attacker and Defender is compared. The Attacker then has the option to use any of their Successful Hits to Parry (i.e. cancel) an equal number of the Defender’s Successful hits. Any remaining Hits are subject to Armor Saves and resolved as normal. So, depending on the dice results, this can allow the Attacker to avoid damage while inflicting it (It’s also entirely possible for the Attacker and the Defender to kill each other). The last model standing is the winner.

 

Example

Savak the Weasel is having a bad day. Not only did he encounter a Bloodsucker, but he shot and missed. The Bloodsucker has charged him and now he’s up close and personal with one very angry, ugly, vicious mutant.

Savak’s Combat Ability is a 5. Unfortunately, he does not have a melee weapon (see the Armory section, page 24) so he must use his AK-74 at a -2 penalty. On the other hand, the Bloodsucker has big claws and a Combat Ability of 6. It also has 2 attacks in Melee (FP 2).

In the first round of melee, Savak would roll 3 dice and subtract 2 from each roll, hoping to get a 3 or less to hit (3 FP dice at Combat Ability 5, minus the non-Melee weapon Penalty). The Bloodsucker would roll 2 dice, trying to get a straight 6 or less.

As the Attacker, the Bloodsucker would be able to spend any of its Successful Hits to Parry any of Weasel’s hits. Any leftover Hit results would be applied, with both players making appropriate Armor Save rolls.

Make your peace with St. Strelok, Weasel!



   


Time to visit Zakhar. He got a new shipment yesterday and rumor has it there was an RPG-7 in the lot.

© Lead Adventure Miniatures


 

 

4.3 Combat Results: Miss, Deflected Hits and Successful Hits

Melee Combat

In the desperate and adrenaline fueled frenzy of Melee combat, only Misses and Successful Hits are counted. A Deflected Hit is considered as a Miss.

 

Ranged Combat

While Ranged Attacks do not always damage the target, they may still affect it. There are three possible outcomes for Ranged Attacks: Successful Hit (A hit with a failed Armor Save), Deflected Hit (A hit with a successful Armor Save), and Miss.

Successful Hits count as a Wound. These are Hits where a model’s Armor Save was unsuccessful. As most models only have one Wound, (except where noted. Bullets are not your friend) a Wounded model is considered a casualty and removed from play (or leave it laying there to display the carnage).

In a round of Ranged Combat, Successful Hits are always resolved first. Use a token to mark models with multiple Wounds.

Deflected Hits do not cause Wounds. These are Hits where the model’s Armor Save was successful. However, given the impact of high-caliber rounds on body armor, they have enough power to stun. To reflect this, for every round of Ranged Combat with a Deflected Hit, the Defender must take a Will check to determine if the shots unnerved them.

The Defender rolls 1D10 against their Will stat for every round of Ranged Combat with Deflected Hits, (not the number of Hits!) taking into account any modifiers from Cover or special abilities. If the Defender fails the Will check, place a Pinned Counter beside the model. If the Defender passes the Will check, they carry on as normal (see page 22).

Again, for every failed Will check from a round of Ranged Combat with Deflected Hits, place one Pinned Counter beside the Defender. Remember Pinned Counters are assigned according to each round of Ranged Combat.

For Multi-Model Units and/or Multi-Wound Models, this Target Number is further modified by the number of Wounds/Casualties they have sustained. This number is a negative modifier to the Defender’s Will stat.

A Miss causes no physical damage and does not affect the model.


 








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