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Author Topic: Some ideas for night fighting  (Read 1482 times)

Offline jnr

  • Scientist
  • Posts: 442
    • Jnr Paint & Model Shop
Some ideas for night fighting
« on: 19 March 2010, 03:39:52 PM »
Here is some thoughts on playing the game at night time
Night time rules
Before the game starts roll 1D6
On a 1, 2, 3, 4, play game as normal on a
On a roll of 5 or 6 play with the Witching Hour rules.




Witching Hour
+1 to dex for shooting, .30 machine guns and strife weapons may ignore this rule,
Psychology rolls at +1 to res.
Movement -1 unless movement is through a illuminated area .

All targets get a +1 to there save due to the darkness, this is added to any other save they may have but may never go below +4, and all illuminated targets use normal saves.
Torch, Oil lamp, readying a Molotov cocktail, using a flame thrower using a flame arrow will illuminate a area the size of a compact disc and all target in the illuminated area or part off can be shoot as normal, Fire Demons, targets on fire, using a Molotov cocktail, will illuminate a area of 10” radius and any target in this 10” area will be shoot with a -1 to dex, your dex may never go lower then +2.

If the lurkers pay for the Plot Full Moon and Black Sabbath then there + to save is added to any other save they may have, and may take them to +3 save.
These rules apply to humans only, normal close combat rules apply


Magical Artefacts
Cats Eyes
This ring bestows the gift of seeing in the dark. But it draws its power from the wearer, any one using it will be -1 to there constitution.



Offline Uncle Mike

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  • Scatterbrained Genius
  • Posts: 2595
    • Strange Aeons
Re: Some ideas for night fighting
« Reply #1 on: 20 March 2010, 09:38:38 PM »
Some good ideas there for sure!  :)

 

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