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Forgotten_QM

2230AD Advanced Firefight Rules

Jan 18th, 2021
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  1. >Combat Tactics
  2. Selecting a combat tactic determines what how your forces, as a whole, will be operating for this round of the firefight.
  3. Shock Assault might involve a breach and clear of a room or headlong charge under covering fire. A Wetwork Ploy may take the form of a flanking manoeuvre via unexpected means such as dropping grenades through an access shaft or feigning retreat and setting up a crossfire zone for the enemy to advance into. The actual die result will influence how the narrative of the firefight develops, but write-ins are always welcome and particularly cunning ideas (especially where the hostile tactic is known) might influence the Firefight roll.
  4.  
  5. Your tactic is compared to the Hostile tactic for that round. Hold Position beats Shock Assault, Shock Assault beats Wetwork Ploy and Wetwork Ploy beats Hold Position. The side that outmanoeuvres the other receives a DC and casualty infliction bonus for that round.
  6. Usually the Hostile Combat Tactic each round will be randomly determined by the QM unless you have made a successful Tactical Analysis roll or secured an advantage by some other means. Certain dire situations will result in the Hostiles selecting a tactic to specifically counter the one chosen by your side that round.
  7.  
  8. >Comparing Combat Tactics
  9. Shock Assault vs Hostile Wetwork Ploy = ADVANTAGE +15DC, +1 Firefight Re-Roll. +1 Hostile Casualty.
  10. Shock Assault vs Hostile Hold Position = DISADVANTAGE -15DC, -1 Firefight Re-Roll. +1 Friendly Casualty.
  11. Shock Assault vs Hostile Shock Assault = CLOSE-QUARTERS COMBAT +0DC, +0 Firefight Re-Roll. Casualties doubled (both sides).
  12. Wetwork Ploy vs Hostile Hold Position = ADVANTAGE +15DC, +1 Firefight Re-Roll. +1 Hostile Casualty.
  13. Wetwork Ploy vs Hostile Shock Assault = DISADVANTAGE -15DC, -1 Re-Roll. +1 Friendly Casualty.
  14. Wetwork Ploy vs Hostile Wetwork Ploy = FREE-FOR-ALL +0DC, +0 Firefight Re-Roll. Casualties doubled (both sides).
  15. Hold Position vs Hostile Shock Assault = ADVANTAGE +10DC, +1Firefight Re-Roll. +1 Hostile Casualty. +10AV to Friendlies.
  16. Hold Position vs Hostile Wetwork Ploy = DISADVANTAGE -10DC, -1 Firefight Re-Roll. +1 Friendly Casualty. +10AV to Friendlies.
  17. Hold Position vs Hostile Hold Position = STAND-OFF +0DC, +0 Firefight Re-Roll. -1 Casualties (both sides). +10AV to Friendlies.
  18. Disengage vs Any Hostile Tactic = FALL BACK +20AV to Friendlies. When selected, the Disengage tactic must be used for both this and the next Firefight round. If your squad is above breaking point at the end of the second round you successfully give ground and disengage. If your squad is below breaking point at the end of the second round, a Leadership roll will be required to successfully disengage and prevent a rout/surrender. After disengaging you will have the opportunity to regroup, reassess the viability of completing your objectives and press on or call for evac.
  19. Any Tactic vs Hostile Disengage = SWEEP AND CLEAR +20AV to Hostiles. When selected, the Hostile Disengage tactic must be used for both this and the next Firefight round. If the hostile force is above breaking point at the end of the second round they successfully give ground and disengage. If the hostile force is below breaking point at the end of the second round they will require a Leadership roll to disengage and prevent a rout/surrender. The presence of successfully disengaged hostiles that remain combat effective can continue to be a threat to the operations of your own or other squads as the mission continues.
  20.  
  21. >STRATEGEMS
  22. Strategems reflect what you are personally doing while the bullets are flying. Selecting a ‘Lead by Example – Close Encounter’ stratagem might represent you charging down a hallway guns blazing for example. There are specific skills that give you access to more than one stratagem a turn, but for the most part building up the camaraderie of your squad and learning to fight together a cohevisve unit and well-oiled machine will grant you access to more stratagems per turn. The base limit of strategems you can use is ONE per firefight round. Examples of Strategems always available to the MC regardless of their skills chosen include…
  23. > [Lead by Example: Wetwork (1/1)] +1 Re-Roll to Firefight Roll if using Wetwork Ploy Tactic this turn. Additional success inflicts hostile casualties. Failure risks yourself becoming a casualty.
  24. > [Lead by Example: Close Encounter (1/1)] +1 Re-Roll to Firefight Roll if using Shock Assault Tactic this turn. Additional success inflicts hostile casualties. Failure risks yourself becoming a casualty.
  25. > [Lead by Example: Stand your ground (1/1)] +1 Re-Roll to Firefight Roll is using Hold Position Tactic this turn. Additional success inflicts hostile casualties. Failure risks yourself becoming a casualty.
  26. > [Tactical Analysis (∞)] Determine what combat tactics hostiles will select in future turns. +1 Analysis Roll if using Hold Position Tactic this turn.
  27.  
  28. >ORDERS
  29. Orders are what they sound like, direct commands given by yourself to members of your squad. The base limit of squaddie orders you can issue is TWO per firefight round. Examples of squaddie orders, which become available from increased camaraderie, include…
  30.  CPL name: Watch my back (2/2) If selected as a Firefight casualty this round, you make no AV roll and suffer no injury. This does not apply to injuries resulting from non-Firefight rolls such as ‘Lead by Example’ rolls.
  31.  CPL name: Time for Plan B (2/2) Your side suffers no Disadvantage DC penalty in this Firefight round if the Hostile tactic was randomly selected.
  32.  GNR name: Covering Fire (3/3) Reduce friendly casualties suffered this round by -1. After being used the 3rd time, the gunner does not contribute DC next round while they reload.
  33.  GNR name: Let ‘em have it! (1/1) Double the amount of hostile casualties inflicted this round. After being used, the gunner does not contribute DC next round while they reload.
  34.  MDC name: Medic! (∞) Your most wounded organic squaddies (up to 2) make no AV roll and suffer no injury if selected as a Firefight casualty this round.
  35.  MDC name: Give him a boost! (3/3) Your most wounded organic squaddie is restored to Optimal vitals. At the end of the Firefight they reduce their current vitals by 1 degree.
  36.  SPR name: Bring it Down (2/2) The most lethal hostile is prioritised as a casualty this round. Add +1 Casualty Severity and reduce their AV by 50%.
  37.  SPR name: Give me an exit! (1/1) The Disengage Tactic requires only one round to take effect, not two.
  38.  SIG name: Where the hell is our ride? (1/1) Your squad evacs in 1d3 rounds following this round (Disengage auto-selected for the relevant last round). Reduce the amount of rounds required by 1 for each unspent Air Support asset available. Depending on whether the squad has completed its objectives, this will result in success or failure of the mission.
  39.  SIG name: Danger Close! (?/?) An Orbital/Air Support asset can be used to decisively end the combat at the risk of friendly fire. Hold Position Tactic MUST be used the same turn this order is used.
  40.  
  41. >Firefight Roll (Base)
  42. Critical Fail = +1 Friendly Casualty at +1 Severity. Leadership Roll to prevent rout/surrender.
  43. Double Fail = +1 Friendly Casualty.
  44. 0 = 2 Friendly Casualties. 0 Hostile Casualties.
  45. 1 = 1 Friendly Casualty. 1 Hostile Casualty.
  46. 2 = 0 Friendly Casualties. 2 Hostile Casualties.
  47. 3 = 0 Friendly Casualties. 3 Hostile Casualties.
  48. Double Pass = +1 Hostile Casualty at +1 Severity.
  49. Crit-pass = All Hostile Causalities are KIA. Hostiles likely rout or surrender.
  50.  
  51. >Combat Ineffective
  52. It is rarely necessary in a firefight to wipe out the enemy combatants down to the last hostile. Once a hostile force reaches a threshold of casualties (Critical or worse) they will invariably seek to cut their losses and extract themselves from a losing battle. Where falling back is simply not possible, surrender may be an option. Depending on the engaged parties, or the circumstances of the battlefield, this will not always be possible.
  53. Different outfits, swarms and military forces have varying appetites for what they consider acceptable losses in the face of formidable opposition. Station gangers or poorly trained Yibrak indentured militia will likely scatter or capitulate as soon as they realise themselves to be outmatched, disciplined Savis Legionnaires or Federation RDF will often attempt to fall back in good order or hold out until there is no other option but surrender, while the ferociously proud Auxl Brotherhoods or Vesh Priests will invariably fight to the bitter end regardless of the odds and fruitlessness of their noble sacrifice. For this latter class of opponents, Company Archives indicate that ambush tactics and deliberate attrition strategies are especially effective.
  54.  
  55. >Combat Ineffective: Black Company
  56. According to Company Regulations, barring extreme circumstances, a Kreiger Squad is considered combat ineffective when it has sustained 50% casualties. It is at this point that squad command should prioritise the evacuation of any wounded and then assess whether extraction for the rest of the squad is necessary should reinforcement or redeployment prove unviable. This is, of course, subject to any countermanding orders given by the officer in command and, further up the hierarchy, bridge command.
  57. Surrender is an option of last resort, a decision automatically to be subject to summary review by a Company Disciplinary Committee at a later date unless made at the behest of a superior officer. Regardless of the CDC findings, any assets of ransomed company members are likely to be seized in part-payment for the expenses, legal and otherwise, of recovering Company prisoners.
  58.  
  59. >Casualties and Vitals Readout
  60. All hostiles and squaddies, sentient or non-sentient, organic or artificial, will fall under some approximation of this measure of wellbeing. There are 5 vital readouts representative of general health, with few exceptions.
  61. Optimal: This individual is healthy and operating in peak physical condition. They suffer from no ailments or injuries that would affect their efficiency in combat to any meaningful extent.
  62. Stable: This individual remains combat effective, having endured no more than severe bruising, shallow cuts or minor fractures. Their injuries can be self-treated or tended to later without urgency.
  63. Wounded: This individual needs treatment, suffering broken bones or non-vital limb damage. They are considered ‘walking wounded’, able to contribute to the fight but operating at half-effectiveness.
  64. Critical: This individual has suffered grievous wounds, including damage to some vital organ or component. They are immobile or unconscious and unable to meaningfully contribute to combat.
  65. KIA: This individual has been Killed In Action and their vitals have permanently flatlined.
  66.  
  67. Casualty Rolls
  68. 1. Sergeant Protag: Optimal
  69. 2. Corporal Sidekick: Stable
  70. 3. Gunner Heavy: Optimal
  71. 4. Sapper Arson: Wounded
  72. 5. Signaller Radio: Optimal
  73. 6. Medic Doc: Optimal
  74. 7. Trooper Redshirt: Optimal
  75. 8. Trooper Larry: Optimal
  76. 9. Trooper Harry: Critical
  77. 10. Trooper Moe: Optimal
  78. If, for example, your side sustained two casualties this round you would have to roll 2 1d10s (ignoring duplicates) to determine which friendly becomes a casualty. For hostiles, the casualties will automatically be of the lowest healthy rank unless you use a skill/order that allows you to select the hostile casualty.
  79.  
  80. >Armour Value & Casualty Severity
  81. Once selected, casualties make an Armour Value (AV) roll to avoid suffering damage to their vitals. There are 4 vital levels before KIA, so in most cases a casualty will make 4 AV rolls. Depending on the AV value (which caps at 80AV after modifiers) this means that is likely a casualty will suffer some damage from being hit, but might not be killed outright.
  82. There are items, orders and skills that can increase or reduce casualty severity. A +1 to Hostile Casualty Severity means that when a hostile becomes a casualty, they must make 5 AV rolls rather than the standard 4 AV rolls. This means it is much more likely to do damage. For each failed AV roll (that is, a roll that is above the listed AV value) that unit reduces its vital readout by 1.
  83. As a protagonist, you make casualty rolls alongside everyone else with one difference. Whilst it is perfectly possible (and sometimes likely!) for anyone to be killed outright the MC cannot be reduced to KIA unless their vital status is already at Critical. As the veterans among you from my previous QMing might guess, this saving grace will be the only sliver of plot armour the MC is ever granted.
  84.  
  85. >Camaraderie
  86. Untested Rank-and-File: Less than 50% of your squad is Comrade Status or Higher. 1 Strategem and 1 Squaddie Order per turn. +0DC to Firefight. You contribute +5DC to Firefights.
  87. Experienced Veterans: At least 50% of your squad is Comrade Status or Higher. 2 Strategems and 2 Squaddie Orders per turn. +10DC to Firefight. You contribute +7DC to Firefights.
  88. Elite Operators: At least 50% of your squad is Battle Brother Status and none are lower than Comrade Status. 3 Strategems and 3 Squaddie Orders per turn. +1 Re-Roll and +20DC to Firefight. You contribute +9DC to Firefights.
  89. Band of Brothers: Your squad is 100% Battle Brother Status: Hidden bonus.
  90.  
  91. Comrade Status: Corporal
  92. Squaddie = +5DC to Firefights.
  93. Comrade = +7DC to Firefights. Gain access to the CPL ‘Watch My Back’ order.
  94. Battle Brother = Gain access to the CPL ‘Time for Plan B’ order and a perk unique to that Corporal.
  95.  
  96. Comrade Status: Trooper
  97. Squaddie = +5DC to Firefights.
  98. Comrade = +8DC to Firefights.
  99. Battle Brother = +10DC to Firefights. Gain access to an order or perk unique to that Trooper.
  100.  
  101. Comrade Status: Gunner
  102. Squaddie = +10DC to Firefight.
  103. Comrade = +12DC to Firefight. Gain access to the GNR ‘Covering Fire’ order.
  104. Battle Brother = +14DC to Firefight. Gain access to the GNR ‘Let ‘em Have It!’ order and a perk unique to that Gunner.
  105.  
  106. Comrade Status: Signaller
  107. Squaddie = +3DC to Firefight.
  108. Comrade = +4DC to Firefight. Gain access to the SIG ‘Where the Hell is our Ride?’ order.
  109. Battle Brother = +5DC to Firefight. Gain access to the SIG ‘Danger Close!’ order and a perk unique to that Signaller.
  110.  
  111. Comrade Status: Sapper
  112. Squaddie = +5DC to Firefight.
  113. Comrade = +7DC to Firefight. Gain access to the SPR ‘Bring it Down!’ order.
  114. Battle Brother = +9DC to Firefight. Gain access to the SPR ‘Give me an exit’ order and a perk unique to that Sapper.
  115.  
  116. Comrade Status: Medic
  117. Squaddie = +3DC to Firefight.
  118. Comrade = +4DC to Firefight. Gain access to the MDC ‘Medic!’ order.
  119. Battle Brother = +5DC to Firefight. Gain access to the MDC ‘Give them a boost’ order and a perk unique to that Medic.
  120.  
  121.  
  122.  
  123.  
  124. >Firefight Roll (Base)
  125. Critical Fail = +1 Friendly Casualty at +1 Severity. Leadership Roll to prevent rout/surrender.
  126. Double Fail = +1 Friendly Casualty.
  127. 0 = 2 Friendly Casualties. 0 Hostile Casualties.
  128. 1 = 1 Friendly Casualty. 1 Hostile Casualty.
  129. 2 = 0 Friendly Casualties. 2 Hostile Casualties.
  130. 3 = 0 Friendly Casualties. 3 Hostile Casualties.
  131. Double Pass = +1 Hostile Casualty at +1 Severity.
  132. Crit-pass = All Hostile Causalities are KIA. Hostile Leadership required to prevent rout/surrender.
  133.  
  134.  
  135. >Tactical Analysis Roll
  136. Critical Fail = Met your match. Hostile Combat Tactics for the next 2 rounds will be selected to counter your own. -10DC to Tactical Analysis Roll for the rest of the engagement.
  137. Double Fail = Played your hand. -10DC to the next Tactical Analysis Roll.
  138. 0 = Outmanoeuvred. Hostile Combat Tactics for the next round will be selected to counter your own. -5DC to next Tactical Analysis Roll.
  139. 1 = Evenly matched. The next Hostile Combat Tactic is determined randomly. +5DC to next Tactical Analysis Roll.
  140. 2 = Got the measure of them. Hostile Combat Tactics are revealed for the next 2 rounds. +5DC to next Tactical Analysis Roll.
  141. 3 = Just like the simulations. Hostile Combat Tactics are revealed for the next 3 rounds. +10DC to next Tactical Analysis Roll.
  142. Double Pass = Live and Learn. +5DC to all future Tactical Analysis against this type of Hostile.
  143. Critical Pass = By the numbers. Hostile Combat Tactics are revealed for the rest of the engagement. +10DC to all future Tactical Analysis against this type of Hostile.
  144.  
  145. >Lead-by-Example: Hold Position
  146. Critfail = Reduce Vitals by 1 degree. No save.
  147. Double Fail = Take an AV save.
  148. 0 = Hunker Down. It’s all you can do not to cower as shrapnel and ricochets impact inches from your spot in cover. Take an AV save.
  149. 1 = Return fire! But your return fire is sporadic and ineffective. No effect
  150. 2 = Stand your ground! The enemy presses you hard, but you make them pay for each bloody step. +1 Hostile Casualty.
  151. 3 = Give them hell! Hostile attempts to shift your secure position break like waves upon a rock. +1 Hostile KIA. +1 Hostile Casualty.
  152. Double Pass = That’s how it’s done! +1 Hostile Casualty
  153. Critical Pass = Barrel-chested Hero of the Company.
  154.  
  155. >Lead by Example: Wetwork
  156. Critfail = Reduce Vitals by 1 degree. No save.
  157. Double Fail = The best laid plans. Take an AV save.
  158. 0 = Looks like it’s going to be the hard way… Take an AV save. Locked in Close Encounter next round.
  159. 1 = No effect.
  160. 2 = No such thing as a fair fight. +1 Hostile Casualty.
  161. 3 = +1 Hostile KIA. +1 Hostile Casualty.
  162. Double Pass = That’s how it’s done! +1 Hostile Casualty
  163. Critical Pass = Curious is the trap-makers art...
  164.  
  165. >Lead by Example: Close Encounters
  166. Critfail = Dazed, confused, about to break… Reduce Vitals by 1 degree. No save.
  167. Double Fail = Take an AV save.
  168. 0 = Bit off more than you can chew. Take an AV save. Locked in Close Encounter next round.
  169. 1 = Call it a draw. No effect.
  170. 2 = Shock and Awe. +1 Hostile Casualty.
  171. 3 = Rampage. +1 Hostile KIA. +1 Hostile Casualty.
  172. Double Pass = Rampage! +1 Hostile Casualty
  173. Critical Pass = Rip and Tear!
  174.  
  175. >Sharpshooter
  176. Critfail = Jammed! You contribute no DC to the remaining Firefight rounds until you use the CLEAR JAM Strategem.
  177. Double Fail = Out of Ammo! You contribute no DC to the next Firefight round as you reload.
  178. Fail = Missed! No effect.
  179. Pass = Good hit. Hostile Casualty.
  180. Double Pass = Bullseye. Hostile KIA.
  181. Critpass = Boom, headshot. 2 Hostiles KIA.
  182.  
  183. >Terrify
  184. Critfail = Reduce vitals by 1 degree. No save. Aura effects are lost for the remainder of the engagement.
  185. Double Fail = Feedback loop. Reduce vitals by 1 degree on 50DC.
  186. 0 = Hostile doubles their DC contribution to the next Firefight round.
  187. 1 = 1 Hostile is frozen in panic and contributes no DC to the next Firefight round.
  188. 2 = 1 Hostile flees.
  189. 3 = 1d3 Hostiles flee.
  190. Double pass = An additional 1d3 Hostiles are frozen in panic for the next Firefight round.
  191. Critpass = The whole Hostile force flees or lay down their arms.
  192.  
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