Changes

Cover

4,057 bytes added, 24 March
/* Moving to another side in stealth */
* If you get a result of '''7 or higher''', you will '''maintain stealth''', allowing you to perform an action on the next turn without the enemy being able to see you or target you. As long as you maintain stealth, even if the enemies are technically alerted or aware of your presence, they cannot target you. With some care and a little luck, you can clear an entire room of its enemies without ever being attacked!
* If you get aresult a result of '''6 or less''', then '''stealth will be broken'''; you made noise, an enemy noticed you getting behind cover, or something else attracted their attention and made them aware of your location. You will still be behind cover (and benefit from its protection), and but it is treated as though you took cover without stealth; enemies able to attack will do so on the same turn will still end immediately, allowing you a chance to retaliate.
Other than failing a stealth cover check, the following things '''will break''' stealth:
* Throwing weapons or items of any kind
* Firing Archery weapons of any kind, [[Ballistic knife|ballistic knives]], [[Nailgun|nailguns]],
* Generally, using any item in your inventory or any special ability that isn't a weapon ''should '' be safe, unless the GM decides for one reason or another that it's too loud /visible and would break stealth. If you're in doubt, ask them; their word is final.
{{GMTip
If you really want to, it's perfectly possible to take cover without regard for stealth. In that case, you do not need to pass a stealth cover check; simply make sure that you have available cover on your side, and declare that you're taking cover without stealth. You will automatically succeed, but you are giving up stealth for the rest of this round of combat.
=== Stealth with multiple characters ===
 
Allied characters must each make their stealth checks in order to remain undetected from other parties.
 
If there are allied creatures in multiple states (one in Stealth, another not), then '''all creatures in Stealth act first'''. The order of priority is as follows:
 
* Creatures in stealth, non-combat actions
* Creatures in stealth, combat actions
* Creatures in the open, non-combat actions
* Creatures in the open, combat actions
 
=== Moving to another side in stealth ===
 
Under normal conditions, if you wish to switch to another Side of the battlespace and benefit from the cover on that side, you must spend one turn to make a [[Combat_mode#Non-combat_movement|non-combat move]], then spend the next turn on taking cover as a non-combat action.
 
However, if you meet both of the following conditions:
* You are behind cover
* You have maintained Stealth
 
...then you may make a '''stealth cover switch'''. To do so, check for Cover on a Side of the room that doesn't have enemies (as entering a Side with enemies breaks Stealth automatically), then pass another '''stealth cover check.'''
* Success allows the character to switch to another Side, take cover, and maintain Stealth
* Failure lets the character move to cover on the desired Side, but Stealth is broken.
 
If you activated '''[[Danger Close]]''' beforehand, you can still perform a stealth cover switch, as normal; success simply maintains Stealth but does not place you behind cover.
= Using cover for protection =
* All types of cover have an [[Armor Class]], with appropriate properties, including limb damage reduction. All types have an AC ranging between A1 and A5, therefore they all count as armored targets.
* Cover is of '''limited use against explosives'''. They will not protect from splash damage (unless they are '''blast-resistant'''), and bouncing explosives (such as [[VOG-25P]] grenades) are designed to ignore cover entirely.
** '''Blast-resistant cover''' will protect creatures from explosive an explosion's target damage and splash damage. See [[Explosives]] for more details.
== List of random cover types ==
| Plastic crate full of garbage || 42 || A2 || <center>[[File:No box.png|25px]]</center>
|-
| Metallic file case cabinet || 42 || A2 || <center>[[File:No box.png|25px]]</center>
|-
| Dishwasher || 49 || A2 || <center>[[File:No box.png|25px]]</center>
|-
| Wooden crate with metal covers || 53 || A2 || <center>[[File:No box.png|25px]]</center>
|-
| Metallic file cabinet full of papers || 42 || A2 || <center>[[File:No box.png|25px]]</center>
|-
| Pile of garbage || 60 || A2 || <center>[[File:No box.png|25px]]</center>
| Improved tactical shield, 'Titan' model || 200 || A5 || <center>[[File:Yes box.png|25px]]</center>
|}
 
== Machine gun emplacements ==
''"Machine gun emplacement" and "MG emplacement" redirect here.''
 
A '''machine gun emplacement''' (or '''MG emplacement''') is a special type of cover combining sandbags, defensive shields, and a non-removable machine gun.
 
Although the machine gun can be used like any other weapon on your Side of the [[Battlespace]], you cannot take it or equip it. You may, however, take its [[ammunition]] and [[ammo belt|ammo belts]] and reload it with your own.
 
MG emplacements are exclusive to select towns. They can typically be found at specific [[Town Entrance|Town Gates]], providing [[TownSec]] with a powerful means of defense against invasions, whether from monsters, raiders, or otherwise.
 
 
{| class="wikitable sortable" style="font-size:10pt"
|-
! Name !! Health !! [[AC]] !! BR? !! Mounted weapon !! Caliber !! Ammunition
|-
| 5.56mm MG emplacement || 125 || A4 || <center>[[File:No box.png|25px]]</center> || [[M249|Static M249]] || [[5.56x45mm NATO]] ([[M27 ammo belt|M27 belt links]]) || 2000 rounds, Standard Tracer
|-
| 5.8mm MG emplacement || 125 || A4 || <center>[[File:No box.png|25px]]</center> || [[Norinco QJY-88|Static QJY-88]] || [[5.8x42mm]] ([[QJY-88 ammo belt|QJY belt links]]) || 1000 rounds, Standard Tracer
|-
| .30 cal MG emplacement || 125 || A4 || <center>[[File:No box.png|25px]]</center> || [[M60|Static M60]] || [[7.62x51mm NATO]] ([[M13 ammo belt|M13 belt links]]) || 500 rounds, Standard Tracer
|-
| .50 cal MG emplacement || 125 || A4 || <center>[[File:No box.png|25px]]</center> || [[Static M2HB]] || [[.50 BMG]] ([[M2 ammo belt|M2 belt links]]) || 200 rounds, Standard Tracer
|}
 
=== MG emplacement locations ===
 
The quality and firepower of a machine gun emplacement are usually reflective of the [[Civilized Areas|town's population.]] As the saying goes, "the larger the town, the bigger the bullets."
 
* Towns with a '''Very small''' population do not have access to MG emplacements. TownSec in these towns relies on an additional block of concrete and their personal weapons instead.
* Towns with a '''Small''' population use the '''5.56mm MG emplacement.'''
* Towns with a '''Medium''' population use the '''5.8mm MG emplacement.'''
* Towns with a '''Large''' population use the '''.30 cal MG emplacement.'''
* Towns with a '''Very large''' population use the '''.50 cal MG emplacement.'''
[[Category:Abilities]]
Bureaucrat, administrator
15,672
edits