Alright,
let’s continue with the surprise section of combat. Oh, and encounter range is
covered on this page, too.
So, ‘a
party with the element of surprise may attack using surprise blows, swings and
shots until surprise is lost.’ Surprise blows is apparently defined under the
‘Endurance rule,’ but I don’t think I’ve seen that rule yet. Surprise doesn’t
last for a defined period of time, either; it lasts until the surprised side
figures out they’re under attack, and someone raises the alarm. Okay, then.
Rather nebulous definition there. If no one raises the alarm, surprise
continues forever, so I guess that would apply to infiltrating a compound and
silencing one guard at a time without being noticed. That makes sense.
The
modifiers for surprise include Leadership and Tactical skill (expertise,
rather), which are only available for Marines and Army vets (Jamie didn’t get
either one). On the other hand, any military experience at all also gives a DM,
so the Navy, Marines, and Army get this bonus automatically. Every member of
the surprising party gets to attack once, unless no alarm is raised, in which
case they can keep going. And the attacks are all simultaneous, which means
nobody loses their surprise attack just because someone raises the alarm before
they actually get to roll.
Next, we
see Range as our topic. As in, how far apart the parties are when they
encounter each other. There are modifiers based on the terrain, but
surprisingly, the table doesn’t just go in a linear way from Close to Very
Long. The ranges are mixed up somewhat, although they are skewed toward
low=short and high=long.
The table average is medium-long, although almost every encounter range roll will be modified (jungle and rainforest are the only terrains that don’t get a DM for this roll). So, if you’re in the desert, plains, mountains or on the road, you’re going to see people quite a ways off; if you’re in the swamp, a city, or inside a building or cave, they’re likely to be right on top of you before you notice them.
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