moif
Bayonet - Modifiers: Combat Factors
Combat Factor Modifiers
These modifiers are generally cumulative (but only to ±3 due to Terrain).
Inferior Subtract -1 Combat Factors in all categories, if Inferior (I) due to morale
and/or training.
Ordinary 0 Additions.
Superior Add +1 Combat Factors in all categories, if Superior (S) due to morale
and/or training.
Exceptional Add +2 Combat Factors in all categories, if Exceptional (E) due to morale
and/or training.
Officer Add +1 Combat Factors in all categories, if an Officer (-Off).
Armour (etc.) 0 Additions if without armour, shield or other protection. Normal clothing, most combatants are assumed to wear a helmet,
See: Armour. Additive. maybe with light / partial padding.
Shooting All shooting / throwing / Psi ignores Combat Factors due to frontal armour
/ shield, etc., if shooting from behind. Physical armour is ineffective
against ABC (or Psi).
ABC protection is ineffective against physical attacks (or Psi).
Psi defences are ineffective against physical or ABC attacks.
Slopes Add +1 Combat Factors if in Hand-to-Hand combat and uphill or defending
a riverbank.
Also, add +1 Combat Factors if shot at by a primitive projectile or thrown or
indirect fire weapon and at a significantly higher elevation; for each 1/3 of its
range (1/3 of 8 is 2 for this purpose).
Barriers Add +1 Combat Factors if shot at or in Hand-to-Hand combat from behind Barriers can be symmetrical (such as a simple wall) or asymmetric
partial cover. (such as cover to the body that leaves the weapon arm and head free,
or a gun loophole.)
Add +2 Combat Factors if shot at or in Hand-to-Hand combat from behind More protection than +3 is possible if the defender pulls back and
cover. cannot use LoS weapons or fight Hand-to-Hand.
Add +3 Combat Factors if shot at or in Hand-to-Hand combat from behind a Indirect fire weapons may bypass a barrier, and some weapons may
fortification or loophole. penetrate.Hard cover cannot provide more protection than its own
structural value (See Terrain).
Outflanked Subtract -1 Combat Factors if in Hand-to-Hand combat, for each flank It is hard to fight against several opponents.
overlapped, and/or each additional enemy in frontal contact with flank or
rear.
Surprised Subtract -2 Combat Factors if shot at or in Hand-to-Hand, if surprised. As this is not true Hand-to-Hand, the -1 modifier From Behind can
apply as well, to a total of -3 Combat Factors.
Threatened Subtract -1 Combat Factors if in Hand-to-Hand combat and threatened by It is hard to fight in Hand-to-Hand combat and pay attention to
enemy shooters, but only if their effective Combat Factor is no less than 3 enemy snipers (even if they do not shoot).
less than the target's.
Handy Weapon Add +1 Combat Factors if in Hand-to-Hand combat and armed with a blade,
bayonet (fixed or not), trenching tool, pistol, claws, etc., or with a martial art.
Sabre Add +2 Combat Factors if in Hand-to-Hand combat and armed with a sword or
sabre with appropriate training.
Multiple Subtract -1 Combat Factors if shot at, for each additional enemy, upto 3, It is hard to evade several enemies shooting.
Shooters supporting, but only if the difference between their effective Combat Factors
does not exceed 3.
This applies even if facing different types of attack (such as physical and ABC).
Multiple Add +1 (or more) Combat Factors shooting, instead, if it is the same figure A figure with a gun in each hand, a truck full of riflemen, or 2
Weapons supporting itself. grenades taped together, are all coming from the same angle, so
Do not combine both types of modifier for more than 3 supporting. (slightly) less effective.
From Behind Subtract -1 Combat Factors if shot at from behind. Unless someone is Surprised, Hand-to-Hand combat is assumed
For an AFV this must be from behind the hull and turret(s), or from underneath to be face to face.
any surface vehicle. For vehicular Hand to Hand combat, behind can be
interpreted as anything other than from the front / on the front
edge.
Size A small / agile target adds +1 Combat Factors if shot at (listed factors could be
modified) by a physical attack (not ABC nor Psi).
However, subtract -1 Combat Factors instead, if shot at by shotgun, flamethrower,
or other incendiary.
Movement Subtract -1 Combat Factors, if shooting at a target moving more than 30.
Static/Exposed Subtract -1 Combat Factors if shot at whilst static and/or exposed. Most figures avoid exposure. Troops can elect to stand tall and
Add +1 Combat Factors if shooting whilst static and/or exposed. shoot, or be caught 6 from the nearest cover.
Applies to Vehicle / AFV, but not fliers and any figure moving more than 6.
Elevated Subtract -1 Combat Factors if shot at whilst elevated. A figure in a watch tower, climbing (or flying slowly) in the clear
Add +1 Combat Factors if shooting whilst elevated. above terrain features.
Aim A Sniper (or other specialist) can add +1 Combat Factors for each uninterrupted
turn aiming / preparing, at the same target (or possibly at the edge of cover), if
conditions permit.
Cannot exceed quality; +1 for (O), +2 (S) or +3 (E).
Sustained Fire Add +1 Combat Factors if shooting at the same target in a subsequent bound
(or possibly at the edge of cover).
Being Suppressed is an interruption.
Opportunity Fire Only possible if more than ½ the target's potential maximum move was subject
to possible fire (or in some circumstances if the target moves through a
restricted fire zone, such as a doorway).
Subtract -1 Combat Factors if shooting at a figure moving from a known position
to a covered one, Hand-to-Hand or out of range.
Subtract -2 Combat factors if shooting at a figure moving from a hidden position
or Hand-to-Hand combat to a hidden one, Hand-to-Hand or out of range.
Spotting Off-table weapons, such as artillery and bombs, can be aimed by an on-table
figure, if there is adequate communication. Visibility, etc. is measured from the
on-table figure.
Shooting blind is generally -3.
Range Subtract -1 Combat Factors if shooting for each 1/3 beyond effective range. 1/3 of 8 is 2 for this purpose.
Area The attack rolls once, with appropriate modifiers, and applies this result to all
targets which roll separately, with appropriate modifiers.
Radius Subtract -3 Combat Factors for area effects for each additional 1 radius.
Automatic / Combat Factors can be divided between targets / rolls if shooting / throwing / An (O) GI (+2) using an MG (+3) has +5 combat factors to divide
Repeating Fire spell casting continuously. between (upto) 5 targets.
Shooting into Subtract -1 Combat Factors if shooting / throwing (not necessarily / Psi / spell
Close Combat casting) at a figure providing flank / rear support.
Subtract -2 Combat Factors if shooting, etc. at a figure in Hand-to-Hand.
Shooting into a Subtract -1 or -2 Combat Factors if shooting / throwing (not necessarily Psi / spell
Crowd casting) at a figure that is wholly or partly obscured by other figures.
Crowded Figures can fight in closer order than their frontage would permit, but with a Figures can be crowded together into about half their frontage,
penalty of -1 Combat Factors (to shoot, shot at or Hand-to-Hand). but most types suffer a penalty.
In Good Going, GIs and Heavies can do this without penalty. This is difficult to represent.
Rough Going Shooting out of Rough Going is unaffected.
There is no inherent modifier being shot at, although other factors, such as cover,
may have an effect.
Engineer, Heavy, Artillery, Cavalry, Vehicle and AFV in Rough, and Cavalry
attacking enemy in Rough, subtract -1 Combat Factors in Hand-to-Hand.
Others (Crew, Irregular, GI, and Sniper) are unaffected.
Difficult Going Crew, Engineer, Heavy, Artillery, Cavalry and (moving) Vehicle and AFV subtract -1
Combat Factors shooting out of Difficult.
Others (Irregular, GI, Sniper, and (stationary) Vehicle and AFV) are unaffected.
There is no inherent modifier being shot at, although other factors, such as cover,
may have an effect.
Engineer, Heavy, Artillery, Cavalry, Vehicle and AFV in Difficult, and Cavalry
attacking enemy in Difficult, subtract -2 Combat Factors in Hand-to-Hand.
Crew and Sniper in Difficult, subtract -1 Combat Factors in Hand-to-Hand.
Others (Irregular and GI) are unaffected.
Weather Subtract -1 Combat Factors in all categories, if disadvantaged by weather, or Includes wind, dazzle, cold / heat, dust or whatever.
other factors.
Obscured Subtract -1 Combat Factors if shooting at a figure who's position is known, but is F. ex.: at the edge of soft cover, partly obscured by
partly obscured, or an area effect weapon used blind against a comparably sized inadequate vegetation or smoke, etc.
target area. F. ex.: a grenade into a room of similar size to the blast (there
is no modifier if the room is significantly smaller).
Subtract -2 Combat Factors if shooting at a figure who's position is inexactly F. ex.: fully obscured by thick smoke or vegetation,
known, and is fully obscured, or an area effect weapon used blind against a immediately following a > Perception v Stealth result, etc.
larger target area. F. ex.: a grenade into a room about 2 x as wide as the blast.
F. ex.: shooting blind, on suspicion, immediately following an
Subtract -3 Combat Factors if shooting at a figure who's position is implied. = Perception v Stealth result, etc.
Demoralised Subtract -1 Combat Factors in all categories, if demoralised or part of a One could include being out of supply, thirsty or whatever.
demoralised command.
Injury Subtract -1 Combat Factors for each level of Severity.
Point Blank Add +2 Combat Factors if shooting a shotgun at 1/3 or less range.
Shotgun Add +1 Combat Factors if shooting a shotgun at over 1/3 but not over 2/3 range. 1/3 of 8 is 2 for this purpose.
Domination The more skilled figure in a Hand-to-Hand combat can subtract an Equal Combat Relative skill; (E) > (S) > (O) > (I) and (-Off) > non-officer of
Modifier from both sides. the same category.
If they are of equal skill, they can do so by agreement, or by one figure subtracting The more skilled combatant can force a riskier fight.
an additional -1 Combat Factors.
Drugs Add +1 Combat Factors to Hand-to-Hand, shot at, sometimes to shooting.
Poison Either add +1 to Combat Factors for using poison on a weapon, etc.
Or, more correctly, subtract -1 Combat Factors for each level of potency, upto 3, if
facing a poisoned weapon.
Gas, etc. attacks roll v ABC rather than Physical resistance.
Armour Subtract -1 Combat Factors for each level of sophistication. (O) -1. (S) -2. (E) -3. Different AP ammunition types depend on design and
Penetrating There is no, or reduced area effect. sophistication rather than size. A general rule of thumb
Round however, puts (O) between 12 ~ 39mm. (S) between 40
~79mm. (E) from 80mm upwards.