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Unread postPosted: Fri Mar 01, 2019 1:09 pm


Joined: Fri Apr 04, 2014 3:57 pm
Posts: 3
I've been messing around with a few changes to combat. Here's what I've got so far.

Hit Location: I've been using the hit location chart from COMPENDIUM OF CONTEMPORARY WEAPONS. This allows for 'critical hits' such as head shots. It also allows implementation of body armor.

Aimed Shot: when not moving during a turn, a soldier can take aim at a single target. He gives up any additional shots that round and makes ONE attack with +15% bonus.

Called Shot: soldier can try to hit one of the locations on the hit chart at a -25% penalty.

Grenade/Explosive scatter: When lobbing or launching a grenade or other explosive device rather than hit roll and scatter being separate rolls they are combined. The scatter roll is the only roll used but it is modified by subtracting the adjusted relative skill on the scatter table. Example: Red Dukowski wants to toss a grendade at a VC machine-gun team. His Grenade Throwing skill is 84%. This is Stand-Up War situation and both he and the enemy are under cover. His penalty is -40. His modified total would be 44. He rolls on the Targets Distance from area affect weapon chart, subracting 44 from his roll. He rolls 56 for a total of 12 (56-44=12). His grenade has landed 16-20 feet from his target. That would be enough for D100 damage for a standard frag grenade.

Initiative: all players and enemies act in order of their AG scores, highest to lowest. Each characters actions and attacks are resolved before moving to the next. a character is considered "not moving" until they have declared movement on their initiative turn.

Hit Distribution: on a characters turn, he may declare his firing to be against different targets. He decides BEFORE he rolls any dice where his shots are going. As long as he can see the target, he can assign shots to it. He then resolves his shots in any order. When firing on full auto, he must begin by assigning a minimum of 3 shots to a target. If he cannot assign 3 shots, he can assign 2 but a leftover of 1 is lost. Example: a Pigman can fire 10 shots on full auto with his LMG. He chooses 3 targets and assigns 3 to the first, 3 to the second and 4 to the last. full auto penalty still applies to all shots. This represents laying down fire in an area or multiple short bursts.

Flak vests and Steel Helmets: These only protect against explosive damage. a flak vest grants a -50% damage reduction vs explosive damage. a steel helmet grants -10% damage reduction vs explosive damage. all fractions round up. Example: a mortar round lands within 50 feet of Cpl Hunk Webber. The damage roll is D100. The roll is 57. Hunk has a Strength of 40, this would normally kill him. But he's wearing a flak vest and helmet, so his damage is reduced by 60%. In total, he takes 23 points of damaged. Still wounded, but not dead. Results of FATAL and GONE are not reduced.

Things i'm working on:

implementing a simple shock/blood loss system.
examining the potential of implenting a supressive fire mechanic.

This is a work in progress and is still being tested. Please feel free to test these yourselves and/or offer any feedback you have.

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