04-10-2018, 10:42 AM | #11 |
Join Date: Jul 2006
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Re: Room Clearing combat-any tips?
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04-11-2018, 11:57 AM | #12 |
Join Date: Nov 2016
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Re: Room Clearing combat-any tips?
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04-11-2018, 06:12 PM | #13 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Room Clearing combat-any tips?
There is the SOP Perk, for how the various party members routinely approach a breach. I think that was in Tactical Shooting, which I also highly recommend.
Preceding everything with a grenade is very situation dependent. In a hostage situation? Obviously, no, you don't lead with a fragmentation grenade. But otherwise, yes, a grenade of some sort precedes you into every room. And it is worth mentioning that modern flashbangs are very small and light so yes you can carry a sack full of them. And it is no sin to flashbang a hostage...
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
04-12-2018, 12:59 AM | #14 | |
Join Date: Jan 2010
Location: Brighton
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Re: Room Clearing combat-any tips?
Quote:
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04-12-2018, 07:35 AM | #15 |
Join Date: Jul 2012
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Re: Room Clearing combat-any tips?
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04-12-2018, 09:18 AM | #16 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Room Clearing combat-any tips?
For the sake of speed I might consider a will roll or a series of will rolls.
Start at will +10 because it's expected to be a hostile situation. maybe let the "leader" roll leadership and add his margin of success to everybody else's will rolls. Throw in modifiers like fatigue and any experience they may have had with this particular group of nasties. Then start ticking it down at one per room that doesn't have combat. If 15 empty rooms have been cleared, roll at -15 from the original bonuses. Once combat finally happens, each PC makes a will roll. On success, they act normally. On failure: Fail by 1-3: stunned for 1 round Fail by 3-5: mental stun & slightly incorrect facing Fail by 5-10: Mental stun and out of position by 1 hex Fail by 10+: Out of position by 1 hex per additional 5 points of failure and facing any way the GM sees fit. Alternately, roll for every room and give the leader a chance to "snap people back in line." This reflects the slow erosion of discipline as a team clears a building. A small to medium house is not a problem, but a skyscraper would be. It keeps the game moving and builds some tension with the players. It makes them try to pick wisely while not removing consequences. Maybe there's something better in the recommended books, I don't have them. |
04-19-2018, 10:56 PM | #17 |
Join Date: Aug 2015
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Re: Room Clearing combat-any tips?
Nice all of that is super helpful thanks all!
And yes, i was invisioning a flashbang, not a frag. Whooboy! |
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