moif
Bayonet - Stealth / Perception
Concealment
Roll 1D6 + Perception (or any relevant observation skill) ± any Modifiers versus 1D6 + Stealth (or any relevant concealment skill / factor) ± any Modifiers:
Before, during or after a figure moves. This is an active attempt to spot enemy figures in ambush, traps, other dangers, or any other features or information that may be useful, but may not be obvious.
This is in phase 2, and covers a discrete terrain feature such as a single building or a cluster of bushes ~ 6 across. For smaller features (such as a vital key), the area could be smaller, whilst larger features / figures (such as an AFV) the area could be larger. Possible visibility is a factor, but is not a prerequisite, as non-visual senses can be important.
It is possible for a figure / group to move into an area faster than it can examine it effectively.
When a concealed figure attempts to move out of sight, a concealed figure attempts to remain hidden within normal visibility, or a concealed figure fires (with an appropriate weapon) and attempts to remain hidden.
This is in phase 3, and general covers a larger, less well defined area.
Each and every figure can observe once in each bound, although, for simplicity and speed, most observation is by designated scouts or observers.
Figures can also set traps, conceal tracks, disarm traps, etc. at appropriate times (often requiring 1 PIP to start).
Stealth and Perception Modifiers
Generally cumulative within limits.
Stealth General Stealth skill is a composite of all relevant skills and aptitudes.
Camouflage Add +1 (or possibly more) to Stealth. Suitably coloured clothing or whatever, or improvisation using local
materials.
Given time, a single skilled figure can conceal a group.
Encumbrance Subtract -1 from Stealth if encumbered, wearing any type of
unconcealed metallic armour and/or particularly bright / noisy
clothing (but never less than a total of -1).
Mount / Vehicle Use the mount's / team's / vehicle's Stealth.
Terrain Modify Stealth by ±1 (or possibly more) for particularly concealing
/ featureless terrain / circumstances.
Psi / Magic Add +1 to Stealth for each level of appropriate Magic. Concealment, Distraction, Illusion / Misdirection and Invisibility, etc.
Observation General Observation / Perception skill is a composite of all relevant
skills and aptitudes.
Rapid Movement Subtract -1 from Perception for each 6 [3] moved above 6 [3]. It is not possible to check out the ground effectively if moving rapidly.
Multiple Angles Rather than roll for each figure, roll for a single designated scout and
subtract -1 from Stealth for each additional observer, upto 3, but only
if the difference between their effective Perception does not exceed 3,
examining the same area from a different angle / using a different
technique.
Multiple Figures Rather than roll for each figure, roll for a single designated scout and
add +1 to Perception for each additional observer, upto 3, but only if
the difference between their effective Perception does not exceed 3,
examining the same area from the same group / a similar angle.
Helpers must also be able to see past the others in the group, so only
the first figure in a tight column can normally observe directly
forwards to full effect.
Mount / Dog Use the mount's / dog's / vehicle's Perception and viewpoint. A rider / dog handler with sufficient rapport with the animal will use it's
/ Vehicle strengths.
Being in / on a noisy vehicle carries it's own disadvantages.
Conditions Modify Perception by ±1 (or possibly more) for particularly
conditions / circumstances (such as darkness / dazzle / noise, etc.),
Telescope Add +1 to (or possibly more) to Perception if using a telescope /
binoculars. Range (but not the area scanned) can also be increased
depending upon visibility. Nightsights will, in addition, negate the -1
disadvantage die to darkness.
Combat Subtract -1 from Observation if shot at.
Subtract -2 from Observation if in Hand-to-Hand combat.
Psi / Magic Add +1 to Observation for each level of appropriate Magic. Detection magic and Allied Spirits / Familiars, etc.
Results of Perception versus Stealth Rolls
½- (Fumble) ½ (Bad Failure) 1- (Failure) = (Tie) 1+ (Success) 2 (Good Success) 2+ (Critical Success)
Perception Perception Perception Perception Perception Perception Perception
< ½ Stealth = ½ Stealth < Stealth = Stealth > Stealth = 2 x Stealth > 2 x Stealth
False alarm / wrong place / guard asleep. No information. Vague suspicion. Unidentified Enemy identified
/unlocated enemy. and/or located.
Subtract -3 shooting
at suspected target.
Concealing player may offer false Subtract -3
information. shooting at
suspected target.
Ambushed First in ambushed Advancing Ambush Ambush
group Surprised group surprised. column Recoils. suspected. detected.
(-2 Combat
Factors).
Trap Downs First / group First / group Trap spotted Trap disarmed
first figure. Recoils from trap. stopped by trap. / avoided. / bypassed.
Stealth and Perception modifiers
​
Armoured vehicle, or large truck (big engines) -2 Fully enclosed armoured vehicle. Visibility impaired.
Fast/fighter aircraft
​
Unarmoured military vehicles (smaller engines), -1 Armoured vehicle with cupola. Slow aircraft/bombers
​
Static military units/ uncamoflaged field guns/ Aircraft 0 Armoured vehicle with open top, trucks, cars & civilians.
​
General Infantry/ camoflaged field guns +1 General Infantry.
​
Artillery spotters +2 Officer, with binoculors, etc. / aerial reconnaisance
​
Sniper teams +3 Artillery spotter, sniper team or other observation unit.