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Suppresion and area denial
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Lostboy
Commander
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Joined: 22 Aug 2008
Posts: 384

PostPosted: Wed Mar 18, 2009 1:31 am    Post subject: Suppresion and area denial Reply with quote

The use of rapid fire weapons and combined fire are delt with by the rules, however the appears too be nothing that speaks of suppressing an area or area denial, like useing walls of turbolaser fire to ward off fighters. Are there infact rules for these and iv just missed them or do none exist. If infact none exist then id like to hear your ideas about how they should work.
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hisham
Commander
Commander


Joined: 06 Oct 2004
Posts: 432
Location: Malaysia

PostPosted: Wed Mar 18, 2009 7:27 am    Post subject: Reply with quote

Suppression fire optional rules can be found in Rules of Engagement, pg 58.

Quote:
...suppression fire can be used to increase an opponent's Difficulty to hit by +1 for every shot fired. Repeating blasters (or firearms) are much better suited to this than single-fire weapons. Characters using repeating blasters for suppression fire add a full level to the opponent's Difficulty for every burst fired.

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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Mar 18, 2009 7:28 am    Post subject: Reply with quote

The SpecForce Guidebook has optional rules for suppression fire on page 58. It's a very simple rule, for every suppression fire shot fired, the opponents difficulty to hit increases by +1. With repeating blasters, the increase is +1D per suppresion burst. I guess these rules could be easily transfered to space combat.
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hisham
Commander
Commander


Joined: 06 Oct 2004
Posts: 432
Location: Malaysia

PostPosted: Wed Mar 18, 2009 7:31 am    Post subject: Reply with quote

I'm wondering if we can use some sort of opponent's morale mechanics to get 'em to stay down. Something like Blaster + Con vs. Difficulty or Perception / Willpower roll of target. The lower the morale, the easier you can get the opponents to scramble for cover. If the Wild Die is at 6 or if you get twice the Difficulty, perhaps the opponents don't fire at you the next round entirely?
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Mar 18, 2009 10:15 am    Post subject: Reply with quote

I never liked that rule from ROE as it was too lienient imo. Hence i have 2 options for supression/area denial.

Cover sprays.
Unlike the former, this is not used to cause damage, but to stop the enemy from returning fire. The user still gets the addition of the FA dice (listed above), but does NOT subtract any dice for targets in the spray field. BUT he does subtract dice based on the AREA of the spray field. The gunner THEN rolls, against a difficulty assigned by the GM (based on range to the area for the cover spray, cover/concealment in the cover spray area and any other factors he deems necessary). If it hits, anyone in the area of cover spray suffers a penalty to their to hit pools of –3 per 5 points of difference between the gunners to hit pool and the diff set.

AREA MOD AREA MOD AREA MOD
5mtr by 5mtr No pen 10mtr by 10mtr -1d 15mtr by 15mtr -1d+2
20mtr by 20mtr -2d+1 25mtr by 25mtr -3d 30mtr by 30mtr -3d+2
35mtr by 35mtr -4d+1 40mtr by 40mtr -5d 45mtr by 45mtr -5d+2


The other is to just disrupt command. In which you roll your to hit, and what you get OVER the required number is added to the difficulty for the opponents to successfully combine their fire. And if already commanded, then the opponent's commander needs to reroll his command with your diffuculty added in.
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MA-3PO
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2005
Posts: 236
Location: Olathe, Kansas

PostPosted: Thu Apr 23, 2009 12:38 pm    Post subject: Reply with quote

I always liked this rule:

http://toris.magriller.net/house3.html

Your opponent rolling a 1 on the Wild Die and getting hit is a nice touch.
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