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Home arrow ORE Rules arrow [Martial Path] Close Quarters Battle
[Martial Path] Close Quarters Battle PDF Print E-mail
Written by Admiral Duck Sauce   
Wednesday, 21 May 2008

Here's my Close Quarters Battle Path for your perusal. Suggestions welcome! 

Speed Reload (1 point):
Normally reloading takes an entire round. With this technique, you may reload and attack the same round with a -1d penalty. This technique may only be used with magazine-fed weapons. Tube-fed shotguns, revolvers (without speedloaders), and belt- or box-fed weapons like SAWs cannot benefit from this technique.

Breach & Clear (2 points):
You're trained to be quick, decisive, and deadly when engaging the enemy in close quarters - to explode into a room with overwhelming force and take down your targets with lightning speed. You may add +1 Width to your attacks in the first round of any combat. As with all CQB techniques, the target must be within close range.

Tango Down (3 points):
Your intense training allows you to attack with pinpoint accuracy in the heat of battle. When you apply an attack set to an Unworthy Opponent, you affect a number of Unworthies equal to the natural Width of your set. Breach & Clear may be used to augment the speed and damage of your set, but it does not affect the number of unworthies killed by your attack set. A natural 2x9 attack might act as a 3x9 for initiative and damage when combined with Breach & Clear, but it will only kill 2 unworthies.

CQB Specialist (4 points):
All your attacks within close range are timed as if they were 1 Width greater. This increase in initiative stacks with the first-round bonus from Breach & Clear but does not affect the number of unworthy opponents affected by Tango Down.

Mozambique (5 points):
A successful called shot to the torso at close range deals damage as if the target were struck by TWO identical attack sets (as the Two Deaths technique on p.221 of the rulebook). Armor protects against each set separately. If the target is not downed, incapacitated, or killed by this double tap, you may make a called shot to the target’s head the following round without the typical -1d penalty.

Jack Bauer breaches into a room with four Threat 4 Unworthy terrorists led by Jack’s nemesis Tony. His Coordination+SMG pool is 9d and he attempts two attacks in the opening round of combat. Jack gets a 2x3, 2x6, and 2x8, but because this is the first round of combat Breach & Clear raises those sets to 3x3, 3x6, and 3x8. Additionally, each set is timed as if it was Width 4 because of CQB Specialist. He can only use two (having only declared two attacks), plus he knows the x3 set won’t take out the Threat 4 tangos. He applies the x6 and x8 matches against the hostiles. Each set kills two hostiles (Tango Down uses the natural Width of 2, not the adjusted Width). On the second round, Jack faces down the terrorist leader, Tony, and uses Mozambique. He drops a die from his pool (reducing it to 8d) and sets one die to area 9. Rolling his remaining 7 dice, Jack gets 2, 6, 7, 8, 8, 9, and 10. Either the called shot of 2x9 or the natural set of 2x8 will work as both sets target Tony’s torso. Tony, however, rolls a 2x10! Luckily for Jack, his CQB Specialist raises the speed of his 2x9 torso shot to a Width of 3 for timing purposes, and his 9mm (Width in Shock and Killing) deals 2SK to the tango leader’s chest – TWICE. The 9mm rounds flatten on Tony’s body armor but Tony’s 2x10 set is ruined by the impacts nonetheless. The next round, Jack Bauer makes a called shot to the tango’s head, doesn’t drop any dice from his pool, and plugs Tony between the eyes before the tango can even fire his weapon. 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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