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"Firearms, cover and damage in Weapons Free " Topic


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Tango0104 Feb 2016 11:22 a.m. PST

"As a modern warfare game you can imagine firearms and damage take a center roll. Yet surprisingly damage is something that's rolled less often than you might expect. You and your opponents will take a lot of precaution in not getting hit. Actually achieving a hit should be an uncommon event. Suppression and rolling for damage on armor and cover, well that's quite another thing. Suppression plays an important roll in the game and is something you need to learn how to leverage as a player and use it to move around the battlefield and obtain a better position against your enemy. As a GM you should see few deaths and should remember that your NPCs don't want to die. They will seek to retreat if they can and surrender if they can't do anything against an advancing force. Of course history is full of cases in which troops fought to the end, but aside from a one shot session it is highly discouraged that you engage in these types of style of play. NPCs should not stand up fearlessly to take that shot that would kill the characters. Play it out as if you want to live through the campaign and get back home or at least live to fight another day. Now without further delay let me jump into the actual example.


First of all the thing to remember is that combat and attacks is just a more specialized version of a skill check. As such it is resolved by two die rolls just like skill checks, one for the attacking party (skill roll) and one for the defender (task roll). The outcome is determined by the difference between the rolls. The character's skill determines the skill roll and the distance to the target determines the difficulty of the attack and thus the task roll. The possible outcomes are: critical miss, miss, suppression, hit cover, hit, or critical hit.


Unlike normal skill checks with just four outcomes: critical failure, failure, success and critical success; combat has two more outcomes and a deeper interpretation of each. Suppression is the outcome of an attack that misses the target but comes close enough to scare or hits the target's cover without actually penetrating through. Thus a hit to cover also produces suppression as we'll see below. The second additional outcome is hit cover. This is when the attack would actually hit the target but something stands in between, be this an obstacle or body armor…"
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Amicalement
Armand

John the Greater05 Feb 2016 6:44 a.m. PST

It plays a "role", perhaps with a die "roll". A homophone claims another victim.

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