top of page

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.

 

Officers
bottom of page