Possible Game Addition: Smoke Screens
Posted: Fri Sep 04, 2015 2:24 pm
I've been testing this out for a while now, trying to make smoke work without wrecking havoc on gameplay. For that reason, this post will be subject to modification during the development of this addition.
Lots of reading ahead, picture examples to come.
Smoke Screens
-The rules for launcher, rocket ammunition and grenades apply for the skill roll and delivery of smoke screens
-Grenade: 1d10, 3" high
-Rocket: 3d6, 5" high
-Launcher ammo: 5d6, 8" high
Example: Gunner fires a smoke round from a launcher. The round travels 18" to the target. Upon impact, the 5d6 are rolled, with the total being 29. This number is now converted to studs, and with 1x(X) white plates, is put onto the battlefield, evenly dispersing width-wise from the point of impact. Since the smoke screen was fired from a launcher, it has a height of 8".
-A smoke screen, when employed, lasts until the end of the users next turn.
-The smoke screen breaks the line of sight between the warring units, allowing one side to maneuver without being accurately fired upon. While units can still travel and fire through smoke screens, the rounds will not connect unless another unit has a line of sight, or the unit has special equipment(thermal scope, X-ray vision, etc) that enables them to fire through the screen. The attacking unit would still suffer a skill penalty however, as the smoke screen still hampers the ability to shoot accurately.
-Skill penalty with special equipment(thermal scope, X-ray vision, etc) -2*
Vehicle Smoke Grenade Dischargers
Range: 6"
Use: 2(Does not count for the minifigure's action)
X(amount of dischargers/launchers) grenades
-Xd10, 4" high
-Smoke lasts until the beginning of the vehicle owner's turn
-Vehicle may be moved it's maximum number of inches during the attackers turn, however, it may not use it's movement to advance on the enemy, only to relocate
-Once the smoke grenades have been launched, the launchers need to be reloaded/reset by an operator inside the vehicle
-One operator can reset two smoke launchers with their action during their turn.
Use: 2
*Subject to change
Lots of reading ahead, picture examples to come.
Smoke Screens
-The rules for launcher, rocket ammunition and grenades apply for the skill roll and delivery of smoke screens
-Grenade: 1d10, 3" high
-Rocket: 3d6, 5" high
-Launcher ammo: 5d6, 8" high
Example: Gunner fires a smoke round from a launcher. The round travels 18" to the target. Upon impact, the 5d6 are rolled, with the total being 29. This number is now converted to studs, and with 1x(X) white plates, is put onto the battlefield, evenly dispersing width-wise from the point of impact. Since the smoke screen was fired from a launcher, it has a height of 8".
-A smoke screen, when employed, lasts until the end of the users next turn.
-The smoke screen breaks the line of sight between the warring units, allowing one side to maneuver without being accurately fired upon. While units can still travel and fire through smoke screens, the rounds will not connect unless another unit has a line of sight, or the unit has special equipment(thermal scope, X-ray vision, etc) that enables them to fire through the screen. The attacking unit would still suffer a skill penalty however, as the smoke screen still hampers the ability to shoot accurately.
-Skill penalty with special equipment(thermal scope, X-ray vision, etc) -2*
Vehicle Smoke Grenade Dischargers
Range: 6"
Use: 2(Does not count for the minifigure's action)
X(amount of dischargers/launchers) grenades
-Xd10, 4" high
-Smoke lasts until the beginning of the vehicle owner's turn
-Vehicle may be moved it's maximum number of inches during the attackers turn, however, it may not use it's movement to advance on the enemy, only to relocate
-Once the smoke grenades have been launched, the launchers need to be reloaded/reset by an operator inside the vehicle
-One operator can reset two smoke launchers with their action during their turn.
Use: 2
*Subject to change