Right.
So this is about something I've seen touched-upon in other threads, and something that came up the other day whilst me & my mate @Llewy were playing through the second game in the "only 24 hours to Save the underhive" mini-campaign - high stakes are up for the third and final game with the first two scenarios resulting in horrible bloodbath games and the outright death of my gang leader "The Doc" (despite his stinger-mould and questionable veterinary / 'doktor' skills!) and the capture (by my gang "The Lobotomy Lads") of his leader "Wise Man Kelos" thereby eliminating both gang leaders from the rest of the campaign and upping the stakes very high for the final battle over the adeptus mechanicus reject "Ironheart" and erratic hive sector powerstation "The Big Black" not to mention the favour of the local guilders of S0GG-Bottom (our campaign setting).
This thread however concerns the role of the Infra-red gunsight in Necromunda (using the fantastic, organic and ever-evolving NCE rulesets!)
The infra-red gunsight is a relatively common roll for me on the rare trade chart and can only be equipped to basic weapons and is fairly affordable (within reach of a carefully managed gang-stash / income stream) it usually turns-up as one of my first RTC rolls in a campaign (hense me almost always having one modelled / converted onto one model or another).
alright, sorry,....background & bias stated, i'll get to my point now!
It seems to me that the Infra-red effects in Necromunda should reflect the fact that they allow a fighter to see a reflection of the latent heat-signiature (known as infra-red spectrum) of the target and/or terrain elements and atmospheric effect of the hive - with particularly warm / living creatures appearing as orange / yellow glowing auras and colder things appearing as blue to dark black voids / shapes.
Going on this logic it strikes me that Infra-red items should allow (within reason) for fighters equipped with them to spot hidden fighters that they can see within their vision arc in addition to negating any partial / heavy cover that they may be currently benefiting from as per the original rules (this has been discussed at length on a seperate thread here: https://yaktribe.games/community/threads/infrared-goggles-bionic-eye.5246/#post-95891 )
On the other hand, other sources of heat may well obscure the accurate readings of an infra-red piece of kit, and some items / creatures will simply be too 'cold' to register (rare custom archeotech and scalies for example....)
This seems to be quite well handled in the current rules for Infra-red goggles, but I think it needs just a teensy-bit of tweaking. However it shouldn't be altered outright and clearly requires balancing and further discussion, so I propose the following be debated / discussed:
________________________________
Infra-red sight (current NCE text)
An infra-red sight is calibrated to register infra-red rather than visible light. The enhanced image appears in the scope and makes it easier to pick out concealed targets behind cover. The sight works effectively from a stable platform but offers no benefit to a shooter whose own movement disrupts the sensor's image.
An infra-red sight can be fitted to a basic weapon. A stationary fighter using a weapon with an infra-red sight reduces the to hit penalty when shooting at a model in cover by 1. So, partial cover is ignored and cover counts as -1. The fighter is also immune to the effects of smoke clouds when shooting.
________________________________
________________________________
Infra-red sight (proposed change)
An infra-red sight is calibrated to register infra-red heat signiatures rather than visible light. The enhanced image appears in the scope and makes it easier to pick out concealed or hidden targets behind cover. The sight works effectively from a stable platform but offers no benefit to a shooter whose own movement disrupts the sensor's image. To reflect this only fighters who remain stationary for their whole turn may recieve the benefit of the Infra-red sight targeting assistance.
An infra-red sight can be fitted to a basic weapon. A stationary fighter using a weapon with an infra-red sight reduces the to hit penalty when shooting at a model in cover by 1. So, partial cover is ignored and cover counts as -1. The fighter is also immune to the effects of smoke clouds when shooting and in addition fighters who wish to target hidden enemy fighters that are within their sight arc may choose to roll a d6 . If the score is equal to or under thier initiative roll, then the target can be fired at as normal, should a hit be scored then the target loses its hidden status.
Note that any fighters using an infra-red sight are able to test in the same way in order to target enemies otherwise obscured by smoke or gas clouds, also cold-blooded creatures will not register on an Infra-red sight and any attempts to target or 'flush-out' such creatures will not recieve the bonuses described above.
________________________________
________________________________
Infra-red Goggles
These take the form of a pair of goggles or visor which allows a fighter to see the thermal images of enemy fighters. This enables the wearer to see foes who are hiding or partially concealed behind cover.
A fighter wearing infra-red goggles can spot hidden enemy at triple his normal distance – ie, his Initiative x3. However, the enemy model must be within the fighter's arc of sight. Sentries wearing goggles will also spot fighters in cover just as if they were in the open. In addition, any fighters wearing goggles are immune to the effects of smoke clouds, also cold-blooded creatures will not register on an Infra-red sight and any attempts to target or 'flush-out' such creatures will not recieve the bonuses described above.
Note that the goggles will impair the aim of fighters wishing to use them when targeting enemy fighters they wish to shoot at, as such it is assumed that fighters using goggles switch them off or flip them up when performing actions in the shooting phase.
________________________________
What do you all think?
So this is about something I've seen touched-upon in other threads, and something that came up the other day whilst me & my mate @Llewy were playing through the second game in the "only 24 hours to Save the underhive" mini-campaign - high stakes are up for the third and final game with the first two scenarios resulting in horrible bloodbath games and the outright death of my gang leader "The Doc" (despite his stinger-mould and questionable veterinary / 'doktor' skills!) and the capture (by my gang "The Lobotomy Lads") of his leader "Wise Man Kelos" thereby eliminating both gang leaders from the rest of the campaign and upping the stakes very high for the final battle over the adeptus mechanicus reject "Ironheart" and erratic hive sector powerstation "The Big Black" not to mention the favour of the local guilders of S0GG-Bottom (our campaign setting).
This thread however concerns the role of the Infra-red gunsight in Necromunda (using the fantastic, organic and ever-evolving NCE rulesets!)
The infra-red gunsight is a relatively common roll for me on the rare trade chart and can only be equipped to basic weapons and is fairly affordable (within reach of a carefully managed gang-stash / income stream) it usually turns-up as one of my first RTC rolls in a campaign (hense me almost always having one modelled / converted onto one model or another).
alright, sorry,....background & bias stated, i'll get to my point now!
It seems to me that the Infra-red effects in Necromunda should reflect the fact that they allow a fighter to see a reflection of the latent heat-signiature (known as infra-red spectrum) of the target and/or terrain elements and atmospheric effect of the hive - with particularly warm / living creatures appearing as orange / yellow glowing auras and colder things appearing as blue to dark black voids / shapes.
Going on this logic it strikes me that Infra-red items should allow (within reason) for fighters equipped with them to spot hidden fighters that they can see within their vision arc in addition to negating any partial / heavy cover that they may be currently benefiting from as per the original rules (this has been discussed at length on a seperate thread here: https://yaktribe.games/community/threads/infrared-goggles-bionic-eye.5246/#post-95891 )
On the other hand, other sources of heat may well obscure the accurate readings of an infra-red piece of kit, and some items / creatures will simply be too 'cold' to register (rare custom archeotech and scalies for example....)
This seems to be quite well handled in the current rules for Infra-red goggles, but I think it needs just a teensy-bit of tweaking. However it shouldn't be altered outright and clearly requires balancing and further discussion, so I propose the following be debated / discussed:
________________________________
Infra-red sight (current NCE text)
An infra-red sight is calibrated to register infra-red rather than visible light. The enhanced image appears in the scope and makes it easier to pick out concealed targets behind cover. The sight works effectively from a stable platform but offers no benefit to a shooter whose own movement disrupts the sensor's image.
An infra-red sight can be fitted to a basic weapon. A stationary fighter using a weapon with an infra-red sight reduces the to hit penalty when shooting at a model in cover by 1. So, partial cover is ignored and cover counts as -1. The fighter is also immune to the effects of smoke clouds when shooting.
________________________________
________________________________
Infra-red sight (proposed change)
An infra-red sight is calibrated to register infra-red heat signiatures rather than visible light. The enhanced image appears in the scope and makes it easier to pick out concealed or hidden targets behind cover. The sight works effectively from a stable platform but offers no benefit to a shooter whose own movement disrupts the sensor's image. To reflect this only fighters who remain stationary for their whole turn may recieve the benefit of the Infra-red sight targeting assistance.
An infra-red sight can be fitted to a basic weapon. A stationary fighter using a weapon with an infra-red sight reduces the to hit penalty when shooting at a model in cover by 1. So, partial cover is ignored and cover counts as -1. The fighter is also immune to the effects of smoke clouds when shooting and in addition fighters who wish to target hidden enemy fighters that are within their sight arc may choose to roll a d6 . If the score is equal to or under thier initiative roll, then the target can be fired at as normal, should a hit be scored then the target loses its hidden status.
Note that any fighters using an infra-red sight are able to test in the same way in order to target enemies otherwise obscured by smoke or gas clouds, also cold-blooded creatures will not register on an Infra-red sight and any attempts to target or 'flush-out' such creatures will not recieve the bonuses described above.
________________________________
________________________________
Infra-red Goggles
These take the form of a pair of goggles or visor which allows a fighter to see the thermal images of enemy fighters. This enables the wearer to see foes who are hiding or partially concealed behind cover.
A fighter wearing infra-red goggles can spot hidden enemy at triple his normal distance – ie, his Initiative x3. However, the enemy model must be within the fighter's arc of sight. Sentries wearing goggles will also spot fighters in cover just as if they were in the open. In addition, any fighters wearing goggles are immune to the effects of smoke clouds, also cold-blooded creatures will not register on an Infra-red sight and any attempts to target or 'flush-out' such creatures will not recieve the bonuses described above.
Note that the goggles will impair the aim of fighters wishing to use them when targeting enemy fighters they wish to shoot at, as such it is assumed that fighters using goggles switch them off or flip them up when performing actions in the shooting phase.
________________________________
What do you all think?
Last edited by a moderator: