bitu blind fighting

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  • 7/27/2019 BITU Blind Fighting

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    .

    Andrew Stickland

    NEW RULES,-- -BLTilD FIGHTITGil

    Even n thedarkest epthsof the Underhive,wheresunlightis nothing but a memory to someand little more than amyth to others, he inhabitantsstill try and ive their livesas f they were uledby the rising andsettingof the sun.They spend heir 'days' under he constant ul l glow ofpowered ighting whenever hey can ind sufficientenergy,or by torchlightand he flickering light of fires.Later theylike to setasidea few hourswhen he ights canbe dimmed,or sometimeseven switchedoff completely, n order toallow them to get somemuch-needed,houghprobablysomewhatestless,leep. nd strangely nough,hisperiodof rest,known as 'Lights Out', coincides lmostexactlywith therisingandsetting f thesun n theworld outside'

    And just as the people still seem to be affected by themovements of the sun. so too do some of the inhabitantsappear to be affected by the phases of the various moonswhich orbit their planet. Wild beasts and monsters crawlout from their dark hiding places in order to hunt for easyprey, strange ghost-like figures are seen out of the corner ofthe eye, only to vanish as soon as they are noticed....It goes without saying that even when it's pitch black andyou can barely seepast the end of your lasgun, the averageUnderhive gang fighter is always ready to fight' Over theyears the gangs have learnt that the darkness can not onlybe a dangerous enemy, but also a valuable ally, and theyhave devisedvarious new weaponsand items of equipmentto help them deal with what they call 'blind fighting'. Andof course, if they can't see the enemy, presumably theirenemy can't see hem - or can theY...?

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    SLINT} FTGHTINGBy and large, the fighters of the Underhive are alreadywell-versed in fighting in conditions of poor light.However,poor ight is still a gooddealbetter hanno light,andeven he mostbattle-trained eterans hink twice beforeventuringout to fight in an areaof total darkness.Pits and craters,broken walkways, rubble strewn aboutacross the ground - all these and more are potentialdisasterswaiting to happen or a fighter trying to run whenhe can't seemore than a few feet n front of him. And whatuse s a long-rangeweaponwhenyou can't even seewhatyou're rying o shootat?In order to try and recreateheseproblems, he followingrules can be used if any scenario is being played inconditions of total darkness.This will happen either byrolling a 'PitchBlack'result on the Treacherous onditionsTable rom the Outlanders ulebook, or by playing one ofthe two following scenarios Escort and,Monster Hunt)which arespecificallydesigned or theseconditions.

    RNOVEMENTWhenevera fighter runs or charges, here s a chance hathe might trip up on someunseen ieceof debris along heway. To represent his, once the figure has completed tsmove,roll a D6:

    1-2 Oopsl The ighter has ost his footing andtaken a tumble. Rolla further D6 and olacethe figure on its back hat many inchesfrom its startingpoint. lf the number rolledis more than the total distance ravelled,(forexample, f the fighter was charginganenemy 4" away and rolled a 5 or 61, henhe manages o stay on his feet after all andmay fight as normal.3-6 Made it! The fighter has managed o avoidany unseen nazardsand may continue asnormal.

    A fighter who trips and falls in this way may do nothingelse or the remainderof the turn, but may then clamber ohis feet n the recoveryphaseas f he hadbeenpinned.

    . . . - ",

    Models equippedwith infra-goggleswill never rip and allwhile running or charging. Those wearing photo-visors/contacts ill only trip and all on a roll of 1.

    SHOOTINGAs statedn the Outlanders ulebook,when ighting in pitchblackconditions he visibility for shooting s reduced o 8"and spotting ighters s so difficult that modelsmay not usethe shootingskills Fast Shot,Rapid Fire andMarksman.Models equipped with infra-red goggles or sights areunaffected by the darkness,however, and may fire asnormal. Models with photo-visorsor contactscan see atdouble range 16").Any weapon itted with a red-dot asersight may still fireup to its normal range, and will still be at +1 to hit.However, the darknesswill make it much easier or thepotentialvictim to 'spot the dot' and so he will be able toavoid thehit on a roll of 4-6 on D6.

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    NEI,U EOUIPMENTThe following new items of equipmentare available romboth standard nd outlaw tradingposts.

    ROCKET FLAREThe rocket flare is a one-off, self-containedmissile. Oncefired, it will shoothigh up into the air and hen drift slowlyback down o thegroundon ts own tiny parachute, urningwith a dazzling white light as the chemicals containedinside t react with the sunoundingair. The light given offby a rocket lare s so bright that all penaltiesor fighting inthe dark will be negated or as ong as he lare continues oburn.To use the rocket flare, a fighter must be standing n aposition rom whichhe can ire the rocket directlyupwardsinto the air (so he may not fire the rocket f he is standingbeneathany piece of scenery, or example). The rocketflare is treated n the sameway as a basic weapon, so afightermay not run, or fire anotherweapon,during the urnin which he fires the rocket. When therocket lare s fired.roll D6.

    t lt's a Dudl The ocket ires.but the flare ailsto igniteand no benefit anbegainedromit. Howeve4 his s reatedasa failedAmmoroll,so anyrelevant aving hrowswill apply,(eg,Auto-repairel eaponsmith,tcl.Forgangswith anArmouret he rocket larewillbe akenashaving 6+ Ammo oll.2 Fizle, Fizle... The lareworK, but only or ashort ime.The ightwill fadeat the endofthe opponent's ext urn,3-6 LetTherebe LightlThe lareworksperfectlyandwill continueo burn until he end of theplayer'sollowingurn.

    SpecialIf a fighter becomesdesperate, e can use he rocket flareas a weapon, hough a player must remember hat it canonly everbe fired once.Range ToHltShort Long Short Long Str Dam Save Ammo

    0-6 6-12 AutoAny model hit by the rocket lare which doesnot go downor out of actionmust oll to seewhether t catchesire in thesameway as t would f hit by a flamer.Note: The rocket flare may only be used n scenarios hatare ought n openspaces, nd so will be unsuitable or theShoot-out cenario r any battles ought n a confinedspace(insidea mine or drinking hole, etc).

    TRACEI? sULLETSThis type of ammunitioncan be made or most automatic,projectile-firing weaponsat a relatively low cost and isused o help show the weapon'suser where he is firing inconditionsofpoor light. Each ifth bullet fired is actuallyatiny flare which burns during flight, thereby creating avisible trail in the air along which the fighter can aim.Fighters using tracer bullets in Pitch Black or GrimDarkness conditions may fire at any target within theweapon'susual ange imits, but must suffer a -2 penalty ohit on top of any standard angepenalties. n conditionsother han hese, racerbulletswill haveno addedeffect andthe weaponwill be fired as normal.

    BLUE-LIGHTA blueJight is a small torch designed o be attached o theside of a fighter's weapon, herebyenablinghim to seeandkeep both hands ree for shootingat the same ime. Thelight it producess a softblue colour and will only light upthe few feet directly in front of it (so it will not help pickout targets or the fighter to shoot at). It will, however,enablehim to seewherehe'sgoing and avoid many of thetrip-hazards long he way.Fightersequippedwith a blue-light will only trip and all ona roll of 6 when running or charging n conditionsof totaldarkness.

    PRICE CHARTItem Cost Avallabll ltv Ammo Rol lBlue-Light 5Rocket lare 20Tracer ullets:

    Autopistol 5BoltPistol l5Autogun 5Boltgun 15Auto-cannon 20Hea\iy olter 35HeavyStubber5

    CommonCommonCommonCommonCommonCommonCommonCommonCommon

    Auto4 +6 +++6 +4 +6 +4 +