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Old 05-22-2016, 05:44 PM
swaghauler swaghauler is offline
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Location: PA
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Default Determining Range To A Target

Sometimes it is necessary to know the range to an object or person during play. I use the following rules to determine the range of an object using Stadiametric Rangefinders, Laser Rangefinders, or even the "MK1 Eyeball."

Stadiametric Rangefinders: These rangefinders use either vertical or horizontal lines to determine the range of an object of "Known Size." These rangefinders are "target specific," being designed for either vehicles or people. In the vast majority of Stadiametric Rangefinders, the user either "sandwiches the target" between two horizontal lines or "chokes the target" between two vertical lines to determine the range. A few (especially scopes) will use precisely sized circles, mildots, or "hashmarks"/chevrons for range estimation.
When using a Stadiametric Rangefinder, the player determines his Observation Skill roll by using The Chance of Vehicle Detection Chart (even for people). This represents the fact that Stadiametric Rangefinders become progressively more inaccurate as range increases. The following conditions will also impact the character's chance of successfully ranging the object in question:
-Using a Stadiametric Rangefinder of the wrong "target type" (ie using a rangefinder configured for a vehicle to range a man and vice versa): 1 Level more Difficult.
-Light fog/snow/smoke or heavy rain: 1 Level more Difficult.
-Heavy fog/smoke or snow: 2 Levels more Difficult.
-Target movement: 1 Level more Difficult per speed level (1 at safe speed, 2 at 2 x safe speed, 3 at 3 x safe speed).

Laser Rangefinders: Using a hand-held Laser Rangefinder is an Easy (2xSkill) task of Observation, REGARDLESS OF RANGE, so long as the Laser Rangefinder has the range to reach the target.
The effectiveness of Laser Rangefinders can be affected by the following conditions;
-Laser Rangefinders are blocked by White Phosphorous OR Dual Spectrum Smoke. They are also blocked by the aerosol from the Shorta Countermeasures system.
-Heavy snow or rain can reduce the Skill Roll to Routine (1.5xSkill).
-Laser Absorbing Paint will cause a penalty of 1 point to the skill roll (a roll of 14 becomes 15).

"Improvised Ranging Devices:" These devices allow you to measure an object of known size with a device that has a known or measurable "reference line." You then put your "Improvised Ranging Device's" reference line over the target you wish to range. Simple Geometry then allows you to determine the range. Examples of "Improvised Ranging Devices" include but are not limited to Lensatic Compasses with sighting systems that have crosshairs, Scopes without rangefinders, Artillery/Mortar Reference Stakes, Plumbobs, and even Sextants used in navigation. Any device with at least a known vertical reference line can be used. The chance of properly ranging a target using this method is the same as trying to IDENTIFY A TARGET off of the Observation Chart (you may substitute Forward Observer/Fire Direction for Observation). You must use the appropriate chart (vehicle-sized or man-sized) as well. All of the conditions that apply for Stadiametric Ranging Apply here with one exception, YOU CANNOT USE THIS METHOD ON A MOVING TARGET.

The "MK1 Eyeball" Method of Ranging: It is possible for experienced observers to estimate range right off the top of their head. The Character MUST roll on the appropriate Target Detection Chart and ALL of the Conditions for Stadiametric Ranging apply. The Base Skill chance for this task is TWO LEVELS GREATER THAN THE DETECTION CHANCE IF USING OBSERVATION. Players may use Forward Observer/Fire Direction in lieu of their Observation Skill. Using Forward Observer/Fire Direction is ONLY ONE LEVEL MORE DIFFICULT THAN THE DETECTION CHANCE.

Why Range a Target?
Ranging a target gives the following bonuses/effects in my game:
1. A bonus of 1 on all Small Arms and Heavy Weapon's To hit rolls (a 15 becomes a 14). IF THE WEAPON IN QUESTION HAS AN OPTIC OR A SIGHT WITH RANGING ADJUSTMENTS ON IT (H&K drum sights, AK ladder sight)
2. Reduces the initial skill difficulty of Indirect Fire (Difficult becomes Average).
3. Gives the EXACT RANGE to a target (otherwise, the target may be 1D10 meters closer (1-5) OR further (6-10) PER RANGE BAND AFTER SHORT RANGE than the players think the target really is. This can drastically affect ambushes and firefights.
4. Allows the character to determine that a target is within the range of a given heavy weapon, IED, or other devices with a limited range during play.

WallShadow, I hope these added rules will help you out. As always, use what you will and ignore the rest.

Swag.

Last edited by swaghauler; 05-25-2016 at 12:59 PM. Reason: Rules additions.
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