Difference between revisions of "Shadowrun Tactics Maneuvers"
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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). '''...) |
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==Bounding Overwatch== | ==Bounding Overwatch== | ||
'''Successes Needed:''' 4 | '''Successes Needed:''' 4 | ||
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==Dynamic Entry: Standard== | ==Dynamic Entry: Standard== | ||
'''Successes Needed:''' 4 | '''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:''' | '''Success Benefits:''' | ||
− | * | + | * If team breaches before targets are aware, everyone gains +3 to attacks. |
− | == | + | * If targets are aware, team gains +1 to attacks. |
− | '''Successes Needed:''' | + | ==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:''' | '''Success Benefits:''' | ||
− | * | + | * +4 for friendly forces maneuvering under shield |
− | == | + | * -2 to enemy actions due to combined artillery and regular fire. |
− | '''Successes Needed:''' | + | '''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:''' | '''Success Benefits:''' | ||
− | * | + | * +4 attack rolls with semi-auto, burst-fire, or fully auto firearms. |
− | == | + | ==Slicing the Pie== |
− | '''Successes Needed:''' | + | '''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:''' | '''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. | |
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− | == | ||
− | '''Successes Needed:''' | ||
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'''Success Benefits:''' | '''Success Benefits:''' | ||
− | * | + | * Overwatch team gains +1 on all Perception tests and +2 to Initiative. |
Latest revision as of 14:04, 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.