This is not errata. It’s a little module I’m messing with
that might appeal to those who want more combat options for gunplay in Electric
Bastionland.
Guns are back! Let's go get'em. |
- Concealment
partially obscures vision of the target, Impairing the attack
unless it is a Blast attack.
- Cover
also offers physical protection against projectiles, granting +1
Armour unless the attack is powerful enough to penetrate straight through
it.
- Barrier
completely protects the target from fire. If they peek out to fire
then they count as being in Cover or Concealment as appropriate instead
until their next turn.
Suppression: Weapons that can provide continuous fire
can lay down Suppression, attempting to pin the enemy in place or drive them
away. This takes the place of a normal attack or action.
Note the dice that would be rolled for the attack and assign
them to the Suppression Pool for the target. If this is a Blast Attack then do
this for every target in the blast.
The attack causes no immediate damage, but if the target
takes any action that exposes themselves, including moving or attacking, they
immediately roll their Suppression Pool and take damage as normal, losing the
benefit of their cover/concealment. This occurs before they can perform their
action.
If the target withdraws directly away from the source of
Suppression then their Suppression Pool is emptied and they do not take any
damage.
If the attacker is damaged or takes any action other than
continuing the suppressive fire then the Suppression Pool is emptied.
Who needs aiming? |
Aimed Shots: Weapons that can fire with some accuracy
can attempt to land a single devastating shot in place of normal fire. This
involves two actions: Aiming and Striking. Each of these takes the place of a
normal attack or action.
Aim: Focus on a visible target, or a piece of terrain
that you expect them to emerge from. This cannot be performed on the same turn
you moved. Note that you are aiming at the target. Aim is lost if you take
Damage, Move, Attack another target, or are otherwise distracted.
Strike: Combatants that are Aiming can interrupt
their target’s turn to Strike them. This occurs before the target’s action is
resolved.
Roll the attack as normal, ignoring Cover and Concealment.
If this would cause a Wound (STR loss) then they lose an
additional d6 points of STR.
If the attack would be evaded (causing only HP loss) then
the entire attack is ignored, and no HP is lost.
Indirect Fire: For Mortars and similar the attack is
performed as normal if the attacker can see the target, or has communication
with a spotter who can.
If the attacker is predicting the location of the target
then attack as normal, but dice showing an odd value are discarded.
This all sounds a bit much. Let's stick to the old ways. |
----------------------------------------------------------------------------
This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
Very useful additions to things that really come up during play in every game. What made you decide this? "If the attack would be evaded (causing only HP loss) then the entire attack is ignored, and no HP is lost".
ReplyDeleteThat's an attempt to make it more of an "all or nothing" attack.
Delete