Difference between revisions of "Shadowrun Tactics Maneuvers"

From OakthorneWiki
Jump to navigationJump to search
(New page: ==Bounding Overwatch== '''Successes Needed:''' 4 * Leapfrog movement while under fire. * One provides suppressive fire (usually from behind cover) while others move (usually to cover). '''...)
 
 
Line 1: Line 1:
 +
__NOTOC__
 
==Bounding Overwatch==
 
==Bounding Overwatch==
 
'''Successes Needed:''' 4
 
'''Successes Needed:''' 4
Line 36: Line 37:
 
==Dynamic Entry: Standard==
 
==Dynamic Entry: Standard==
 
'''Successes Needed:''' 4
 
'''Successes Needed:''' 4
* x
+
* Cluster outside entry, ideally without being seen
 +
* "Door Kicker" breaches door. Sometimes team uses "Chuck and Charge" tactic, tossing in an explosive device after breaching.
 +
* First pair enters, moving left and right.
 +
* Team enters in pairs, spreading as they go.
 
'''Success Benefits:'''
 
'''Success Benefits:'''
* x
+
* If team breaches before targets are aware, everyone gains +3 to attacks.
==xxx==
+
* If targets are aware, team gains +1 to attacks.
'''Successes Needed:''' x
+
==Fire Shield==
* x
+
'''Successes Needed:''' varies
 +
* Use long range artillery fire (grenades, rockets, etc) and walking it toward target.
 +
* Members of team follow progress of artillery, mopping up remaining enemies as they go.
 
'''Success Benefits:'''
 
'''Success Benefits:'''
* x
+
* +4 for friendly forces maneuvering under shield
==xxx==
+
* -2 to enemy actions due to combined artillery and regular fire.
'''Successes Needed:''' x
+
'''Glitch Penalties:'''
* x
+
* Grenade scatter test to see how close to allies artillery is dropped.
 +
* Critical glitch lands artillery in midst of allies.
 +
==Marching Fire==
 +
'''Successes Needed:''' 6
 +
* Team maneuvers as a unit toward target, laying down suppressive fire as they go.
 +
* When close enough, advance becomes a charge.
 
'''Success Benefits:'''
 
'''Success Benefits:'''
* x
+
* +4 attack rolls with semi-auto, burst-fire, or fully auto firearms.
==xxx==
+
==Slicing the Pie==
'''Successes Needed:''' x
+
'''Successes Needed:''' varies
* x
+
* Used when searching a building for a target whose whereabouts are unknown.
 +
* Movement through urban or building areas, using corners as cover.
 +
* Lateral or semi-circular movement with weapon up and ready until target is spotted.
 
'''Success Benefits:'''
 
'''Success Benefits:'''
* x
+
* Team gains Defensive bonus equal to successes rolled.
==xxx==
+
'''Glitch Penalties:'''
'''Successes Needed:''' x
+
* Searchers gain -2 Defensive penalty
* x
+
* Critical glitch gives -2 Defensive penalty, plus automatically spotted and engaged by target.
'''Success Benefits:'''
+
==Traveling Overwatch==
* x
+
'''Successes Needed:''' 2
==xxx==
+
* Used when traveling through an area when speed is essential and enemy engagement is possible but unlikely.
'''Successes Needed:''' x
+
* Two-man team holds back and carefully surveys passage.
* x
+
* If enemies are encountered, trailing team either flanks or engages in long-distance support.
'''Success Benefits:'''
 
* x
 
==xxx==
 
'''Successes Needed:''' x
 
* x
 
'''Success Benefits:'''
 
* x
 
==xxx==
 
'''Successes Needed:''' x
 
* x
 
'''Success Benefits:'''
 
* x
 
==xxx==
 
'''Successes Needed:''' x
 
* x
 
'''Success Benefits:'''
 
* x
 
==xxx==
 
'''Successes Needed:''' x
 
* x
 
'''Success Benefits:'''
 
* x
 
==xxx==
 
'''Successes Needed:''' x
 
* x
 
 
'''Success Benefits:'''
 
'''Success Benefits:'''
* x
+
* Overwatch team gains +1 on all Perception tests and +2 to Initiative.

Latest revision as of 15:04, 16 August 2015

Bounding Overwatch

Successes Needed: 4

  • Leapfrog movement while under fire.
  • One provides suppressive fire (usually from behind cover) while others move (usually to cover).

Success Benefits:

  • If suppressive fire is successful, moving elements of unit gain +3 to defensive actions
  • Enemy combatants receive -3 penalty to offensive actions.

Counter Peal

Successes Needed: 5

  • Fighting retreat using diagonal line.
  • Closest member withdraws under suppressive cover fire, moving to back of unit. Pattern repeats.
  • Each member must be able to make ranged offensive fire actions.

Success Benefits:

  • +2 to all Defense Tests

Crossfire

Successes Needed: 6

  • Place two members of team to catch target from different angles.
  • Leader must identify positions (Small Group Tactics + Intuition Test as Simple Action).
  • Combat Maneuver test gets them into position.

Success Benefits:

  • Attackers gain +3 attack bonus.

Diamond Formation

Successes Needed: x

  • Team of four searching for danger in unknown area.
  • 360º fields of view and fire
  • May also be used as defensive perimeter.
  • Not good in narrow settings.

Success Benefits:

  • Teammates at points gain +1 vs ambush/surprise, +2 on Initiative

Dog Pile

Successes Needed: varies

  • Group swams intended target (often larger)
  • Once target is immobilized, attackers strike vitals

Success Benefits:

  • For every 3 hits (round down) on Small Unit Tactics roll, team members gain +1 to attack rolls.

Dynamic Entry: Standard

Successes Needed: 4

  • Cluster outside entry, ideally without being seen
  • "Door Kicker" breaches door. Sometimes team uses "Chuck and Charge" tactic, tossing in an explosive device after breaching.
  • First pair enters, moving left and right.
  • Team enters in pairs, spreading as they go.

Success Benefits:

  • If team breaches before targets are aware, everyone gains +3 to attacks.
  • If targets are aware, team gains +1 to attacks.

Fire Shield

Successes Needed: varies

  • Use long range artillery fire (grenades, rockets, etc) and walking it toward target.
  • Members of team follow progress of artillery, mopping up remaining enemies as they go.

Success Benefits:

  • +4 for friendly forces maneuvering under shield
  • -2 to enemy actions due to combined artillery and regular fire.

Glitch Penalties:

  • Grenade scatter test to see how close to allies artillery is dropped.
  • Critical glitch lands artillery in midst of allies.

Marching Fire

Successes Needed: 6

  • Team maneuvers as a unit toward target, laying down suppressive fire as they go.
  • When close enough, advance becomes a charge.

Success Benefits:

  • +4 attack rolls with semi-auto, burst-fire, or fully auto firearms.

Slicing the Pie

Successes Needed: varies

  • Used when searching a building for a target whose whereabouts are unknown.
  • Movement through urban or building areas, using corners as cover.
  • Lateral or semi-circular movement with weapon up and ready until target is spotted.

Success Benefits:

  • Team gains Defensive bonus equal to successes rolled.

Glitch Penalties:

  • Searchers gain -2 Defensive penalty
  • Critical glitch gives -2 Defensive penalty, plus automatically spotted and engaged by target.

Traveling Overwatch

Successes Needed: 2

  • Used when traveling through an area when speed is essential and enemy engagement is possible but unlikely.
  • Two-man team holds back and carefully surveys passage.
  • If enemies are encountered, trailing team either flanks or engages in long-distance support.

Success Benefits:

  • Overwatch team gains +1 on all Perception tests and +2 to Initiative.