Home
Flintloque
Air War
6mm SF
Doctor Who
Fantasy Fleets
Space 1889
DBA
Warhammer
Rules
Games Resource
Floor Plan's
Gallery
Links

www.orcsinred.co.uk

Night Fighting

When playing a night scenario, the conditions will effect the actions of each figure to shoot, move and see. To decide on the night conditions either; roll a D10 or chooses from the table below and apply the modifiers to the scenario.
 

Night Conditions

Die Roll

Condition

Firing Accuracy

Movement Modifier

Hidden Markers

Spot Factor

Spot Radius

Command Reduction

1-3

Full Moon

-20%

None

4+

15cm

None

4-7

Half Moon

-30%

No Double March

2

6+

10cm

25%

8-10

No Moon

-40%

No Quick March

8+

5cm

50%

Hidden Movement

When playing a night scenario each player should not be able to see where the other player figures are on the table. The best way is to use hidden markers instead of figures when you are setting up the game. Allocate a number of hidden markers based on the number of miniatures the player has multiplied by the Hidden Markers factor from Night Conditions table. Each marker will have a unique number that the player will nominated to a single figure (not disclosing to the other players) or a false marker that represents nothing. A hidden marker that gets within the Spot Radius of an enemy figure, charges or shoots will be automatically is spotted.

If Artillery has shot a Carcass Shotte, all hidden markers within illuminated area will be spotted. All Actions within the illuminated area are done as normal except for shooting at or within the illuminated area there is a -5% to Accuracy.

Light Pools

At night it is possible that light from windows and fires (etc…) will cast pools of light from them. Any figures stands within a pool of light can be shot at and move as normal with no modifiers for night conditions and hidden markers are revealed if in an enemy Line-of-Sight (but could try to evade detection). I suggest that light pools should be determined by scenario, but the following table gives some examples.

Light Pools

Description

Area of Effect

Windows / Open Doors

10cm cone

Bonfire

15cm across

Candle / Torch

5cm across

Building on fire

15cm around building

Reduce Command Radius

Night time conditions make it harder to see your enemies, but it also makes it harder to see your friends. Reduce the command radius of effect of figures being within a distance of the Section Leader by the percentage list on the Night Conditions table.

New Action - Spot

A Figure can do a Spot Action at night to try to spot an enemy figure. To spot you will need to throw a D10 and equals or above the Spot Factor required for the night condition. If the hidden marker is successfully spotted, remove the marker and if it represents a figure then place the figure on the table. If a figure was spotted and was not a false marker, than any other figure within the Spot Radius of the spotted figure will also have been spotted.

Modifiers
• For each 15cm of distance after the first 15cm there is a modifier of -1 to the Spot Action dice roll.

• If the figure has the Listen & Observe skill (from the New Actions article), he can add the skill level to his dice roll.

New Action - Evade

To evade detection at night a figure can try to do a Hide-in-Shadows Action (not possible if figure is in the open). The figure must be out of the Line-of-Sight of enemy figures and somewhere he can use the terrain to his advantage, for example he must be by a wall, in a doorway or next to a tree (etc...). To Hide-in-Shadows a figure must perform an action check by throwing an 8+ on a dice to remain hidden from the enemy (cannot be spotted by a Spot Action) and the figure cannot move for that turn, but in the following turn can try to Move Silently.

To Move Silently a figure must be Hiding-in-Shadows or he is out of the Line-of-Sight of the enemy. To Move Silently (at no faster than Slow March) and remain undetected the figure must do an action check on a throw of 6+ on a dice per turn.

Any figures that are Hiding-in-Shadows or Moving Silently, who shoots, enters melee or move faster then slow-march is detected.

Modifiers
• If the figure is Heavily Wounded there is a modifier of -2 to his dice roll.

• If the figure has the Evade skill (from the New Actions article), he can add the skill level to his dice roll.

Reloading in the Dark

It is harder to reload at night, if the night condition is a Full Moon than reload at the normal rate, Half Moon than it takes one extra turn and if No Moon than it is impossible to reload.

Foggy Conditions

You can use the above rules for foggy conditions in the day time. There are two types of fog, Light Fog and Thick Fog. For Light Fog use the rules for Full Moon and Thick Fog used the Half Moon rules. Carcass Shotte is not effective in the fog.

Version 2.1

 

Back ]

 

© Edmund Proctor  2003 - 2012