Author Topic: Night fighting and Special Equipment  (Read 1710 times)

Offline Enker

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Night fighting and Special Equipment
« on: August 04, 2009, 05:48:04 AM »
I have a few questions concerning Night Fighting:

1. Are you allowed to fire Illumination Grenade / Flare beyond LOS?
I know normally you can't fire beyond LOS, but I think the Illuminations are made for to see what is in the dark. If you are allowed to, which penalty would you give? -8 RC?
If you are not allowed to fire it beyond LOS the Illuminations would only make sense with a forward observer which gives you LOS.

2. "Sun Burst" P.143: This should be a bigger version of the Star Shell. But I can't find a difference in the rules. Are here just the rules of the Star Shell copied? I think so if I read the last line of the Sun Burst: "Missing with an illuminator grenade indicates the round was a dud." What are the rules for the Sun Burst then?

3. Night Vision Gear P.142: Does this only remove the -4 RC penalty or the 12" LOS penalty, too?
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Offline dmcgee1

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Re: Night fighting and Special Equipment
« Reply #1 on: August 04, 2009, 03:39:39 PM »
Quote from: Enker link=topic=5945.msg46431#msg46431 date=
I have a few questions concerning Night Fighting:

1. Are you allowed to fire Illumination Grenade / Flare beyond LOS?

Yes, out to the weapons maximum range (obviously, include range penalties).

Quote from: Enker link=topic=5945.msg46431#msg46431 date=
2. "Sun Burst" P.143: This should be a bigger version of the Star Shell. But I can't find a difference in the rules. Are here just the rules of the Star Shell copied? I think so if I read the last line of the Sun Burst: "Missing with an illuminator grenade indicates the round was a dud." What are the rules for the Sun Burst then?

The Sunburst is the round used for mortarts - nothing more, nothing less.  Other than the fact that it has a much greater range than the UBGL "Starshell," it is exactly the same.

Quote from: Enker link=topic=5945.msg46431#msg46431 date=
3. Night Vision Gear P.142: Does this only remove the -4 RC penalty or the 12" LOS penalty, too?

Night Vision removes all penalties, including LOS limitations.
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!

Offline Enker

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Re: Night fighting and Special Equipment
« Reply #2 on: August 04, 2009, 09:50:52 PM »
Quote from: Enker link=topic=5945.msg46431#msg46431 date=
I have a few questions concerning Night Fighting:

1. Are you allowed to fire Illumination Grenade / Flare beyond LOS?

Yes, out to the weapons maximum range (obviously, include range penalties).



Quote from: Enker link=topic=5945.msg46431#msg46431 date=
2. "Sun Burst" P.143: This should be a bigger version of the Star Shell. But I can't find a difference in the rules. Are here just the rules of the Star Shell copied? I think so if I read the last line of the Sun Burst: "Missing with an illuminator grenade indicates the round was a dud." What are the rules for the Sun Burst then?

The Sunburst is the round used for mortarts - nothing more, nothing less.  Other than the fact that it has a much greater range than the UBGL "Starshell," it is exactly the same.

Quote from: Enker link=topic=5945.msg46431#msg46431 date=
3. Night Vision Gear P.142: Does this only remove the -4 RC penalty or the 12" LOS penalty, too?

Night Vision removes all penalties, including LOS limitations.



Thanks dmcgee1. A fee comments:

1. Which RC penalty would you give to fire the "Sun Burst" into the dark? none, -4 or -8?

2. Isn't the "Sun Burst" then to expensive? It does the same as the Star Shell but cost 4 points more.
I think the cost for the benefit that it has a longer range is already included in the costs of the mortar / model

3. Isn't the Night Vision Gear to cheap then? Because a SMG Holosight costs 4 points and does only reduce the RC penalty by 3.
The Night Vision Gear removes the RC penalty completly and the 12" LOS for just one point cost more. Are you sure on this?
« Last Edit: August 04, 2009, 10:43:31 PM by Enker »
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Offline dmcgee1

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Re: Night fighting and Special Equipment
« Reply #3 on: August 10, 2009, 05:39:44 PM »
Quote from: Enker
Thanks dmcgee1. A fee comments:

1. Which RC penalty would you give to fire the "Sun Burst" into the dark? none, -4 or -8?

Neither - only the range penalty of the weapon.  Darkness is not, necessarily, blindness.  You have a general idea of where you wish to place the round, as it does not need to be targeted at a model.

Quote from: Enker
2. Isn't the "Sun Burst" then to expensive? It does the same as the Star Shell but cost 4 points more.
I think the cost for the benefit that it has a longer range is already included in the costs of the mortar / model

Incorrect.  The mortar, itself, is free (PC-wise); it is the cost of the rounds (including the basic, explosive round) and the weapons ability to put said rounds on their target that account for the cost of the weapon.

Quote from: Enker
3. Isn't the Night Vision Gear to cheap then? Because a SMG Holosight costs 4 points and does only reduce the RC penalty by 3.
The Night Vision Gear removes the RC penalty completly and the 12" LOS for just one point cost more. Are you sure on this?

I am sure on this.  Holosights are extremely limited at upon which weapons they may be placed.  Night-vision may only be purchased by elite units, officers and/or leaders.  Granted, 25 points for a small elite squad is pretty cheap (15 points for a smaller 3-model squad of Vulkans (WHO WOULD DO THAT???[/i] ;))), but it is only that unit which will benefit from the equipment, whereas a Starshell or Sunburst will benefit any model which may draw LOS on the illuminated area.

I would like to assume that the holosight removes the LOS range penalty, as well (it makes sense when compared to Night Vision Gear).  However, at this time, I am unsure on that point.

Hope that clears it up.  ;)
« Last Edit: August 10, 2009, 05:46:23 PM by dmcgee1 »
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!