Fortification Rules:
greendoor
(Verified Door)
- Location
- Arizona
- Pronouns
- He/Him
Fortifications:
Defensive structures, though no substitute for bravery, are a vital part of the Imperial Guardsman's tactical Arsenal.
The following is a set of rules for building fortifications:
DoS Requirement: The total DoS required from all character's participating
Test: The required skill and attribute to contribute.
Time Requirements: The total time required to make this Fortification
Required Equipment: Any required to build this fortification.
Effects: What it can do, primarily capacity, cover or concealment bonuses.
Addons: Any additional bonuses that can be added with additional DoS.
Foxhole:
DoS Requirement: 2
Test; Athletics with Strength
Time Requirements; 2 Hours. Test can be repeated
Required Equipment: Any digging tool or bare hands (-20)
Effects: Grants single occupant Cover 8
Addons:
Increase Capacity to 2: +1 DoS
Add Ablative Trait: +1 DoS
Add Concealment -10: +2 DoS
Decrease Time by Half: +2 DoS
Trench:
DoS Requirement: 10
Test: Athletics with Strength
Time Requirements: 8 Hours
Required Equipment: Shovels
Effects: Grants 5 Occupants Cover 12
Addons:
Add Sandbags: +1 DoS Per Sandbag (Requires 2 Sandbags per 5 people)
Concealment -10: +4 DoS
Reduce Time in Half: +4 DoS
Add Firing Step (Allows one to gain Concealment -20 and +4 cover by stepping into the bottom of the trench-in this state you cannot direct fire or spot enemies. Switching is a half action (Or free, with Leap Up))
+4 DoS
Double Capacity: +5 DoS
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS
Fortified House:
DoS Requirement: 8
Test: Lore (Tactica, Int)+10, Lore (War), Technomat (Int), or Athletics (Strength)-10
Time Requirements: 4 Hours
Required Equipment: A building to fortify
Effect:
Select any of the following:
Your building now has firing holes which grant shooters Concealment -20 in addition to the cover their building normally does and cannot be entered from all directions. These holes may face in all directions, including though floors and ceilings.
Windows and Doors now require Athletics+0 and a full action or Demolition to breach as you have placed heavy objects infront of them or otherwise removed their ability to be opened. You may leave open an escape route if you wish, though depending on positioning enemies may be able to cut it off.
Stairs between floors removed-you may move between floors using rope ladders that can be removed as a free action, preventing enemy egress.
You may cut an observation position in the attic if the building has one-this gives +20 to all Awareness tests to notice enemies approaching, but the observer only gets Concealment -10 and half the building's cover value.
Addons:
Sandbag Reinforcements; +1 DoS per Sandbag (Requires 2 Sandbags per 5 occupants)
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Traps (-10 Awareness to notice or suffer grenade at point placed): +1 DoS per two traps (Requires a grenade per trap)
Reduce Time in Half: +2 DoS
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS
Test: The required skill and attribute to contribute.
Time Requirements: The total time required to make this Fortification
Required Equipment: Any required to build this fortification.
Effects: What it can do, primarily capacity, cover or concealment bonuses.
Addons: Any additional bonuses that can be added with additional DoS.
Foxhole:
DoS Requirement: 2
Test; Athletics with Strength
Time Requirements; 2 Hours. Test can be repeated
Required Equipment: Any digging tool or bare hands (-20)
Effects: Grants single occupant Cover 8
Addons:
Increase Capacity to 2: +1 DoS
Add Ablative Trait: +1 DoS
Add Concealment -10: +2 DoS
Decrease Time by Half: +2 DoS
Trench:
DoS Requirement: 10
Test: Athletics with Strength
Time Requirements: 8 Hours
Required Equipment: Shovels
Effects: Grants 5 Occupants Cover 12
Addons:
Add Sandbags: +1 DoS Per Sandbag (Requires 2 Sandbags per 5 people)
Concealment -10: +4 DoS
Reduce Time in Half: +4 DoS
Add Firing Step (Allows one to gain Concealment -20 and +4 cover by stepping into the bottom of the trench-in this state you cannot direct fire or spot enemies. Switching is a half action (Or free, with Leap Up))
+4 DoS
Double Capacity: +5 DoS
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS
Fortified House:
DoS Requirement: 8
Test: Lore (Tactica, Int)+10, Lore (War), Technomat (Int), or Athletics (Strength)-10
Time Requirements: 4 Hours
Required Equipment: A building to fortify
Effect:
Select any of the following:
Your building now has firing holes which grant shooters Concealment -20 in addition to the cover their building normally does and cannot be entered from all directions. These holes may face in all directions, including though floors and ceilings.
Windows and Doors now require Athletics+0 and a full action or Demolition to breach as you have placed heavy objects infront of them or otherwise removed their ability to be opened. You may leave open an escape route if you wish, though depending on positioning enemies may be able to cut it off.
Stairs between floors removed-you may move between floors using rope ladders that can be removed as a free action, preventing enemy egress.
You may cut an observation position in the attic if the building has one-this gives +20 to all Awareness tests to notice enemies approaching, but the observer only gets Concealment -10 and half the building's cover value.
Addons:
Sandbag Reinforcements; +1 DoS per Sandbag (Requires 2 Sandbags per 5 occupants)
Add Accordion Wire traps at an entrance: +1 DoS per entrance type covered (Requires one Spool of Accordion Wire per entrance)
Grenade Traps (-10 Awareness to notice or suffer grenade at point placed): +1 DoS per two traps (Requires a grenade per trap)
Reduce Time in Half: +2 DoS
Grenade Sumps; When a character has a grenade land within 2 meters of them, they may attempt a Dodge or Parry against it as a reaction. If successful, they kick it into a grenade sump-granting the cover value of the trench to everyone inside it vs. the grenade.:+1 DoS
Last edited: