COMBAT
A Combat Turn is 5 seconds.
INITIATIVE:
- Each character rolls 1D6+Dexterity for initiative.
- Higher numbers go first.
- Ties are resolved simultaneously.
- The character can take another action if his initiative is 10 or greter.
MOVEMENT:
- Walking Walk up to 5 meters per turn. No penalty.
- Running Run up to 10 meters per turn. Penalty of 1 to any skill use.
- Crawling Crawl up to 2 meter per turn. Penalty of 1 to any skill use.
- Falling Prone No penalty.
- Standing Up Penalty of 1 to any skill use.
ACTIONS IN A COMBAT TURN:
- Firing - types of fire:
- Single Shot (SS) Fire 1 shot per turn.
- Semi Automatic (SA) Fire 2 shots per turn.
- Full Automatic (FA) Fire 2 bursts (5 bullets) per turn. Penalty of 2 to attack. Damage Level is +2.
- Drawing Penalty of 1 to any skill use. The player can only make one shot that combat turn (even if using a SA or FA weapon).
- Fast draw Roll Dexterity with difficulty of 10. If successful, there is no draw penalty. If unsuccessful, cant shoot that turn.
- Aiming Spending 1 turn aiming adds +2 for the next shot.
- Reloading It takes 1 turn to change clips or to insert 5 bullets into a SS firearm.
SHOOTING:
- Roll dice equal to the attacking skill. Difficulty numbers:
- Short Range 10
- Medium Range 15
- Long Range - 20
- Extreme Range 30.
- Using scopes reduces the range by the scopes rating, to a minimum of Short Range. Scopes bonus is only aplicable when aiming.
- Dodge: For each combat turn a character has as many dodge dice as his Dodge skill. Before each attack a character can allocate dodge dice for that specific attack (Not more than 2 dice). Roll the dice allocated for the attack and add to the difficulty number to hit.
- Modifiers (the modifiers increase or decrease the dice used for the attack):
Description Modifier Running -1 Crawling -1 Stunned or Wounded -1 Drawing (without fast draw) -1 Darkness:
Partial
Total
-1
-2Cover:
50%
75%
-1
-2Target Size:
Very Small (10cm)
Small (50 cm)
Large (3 m)
Very Large (10m)
-2
-1
+1
+2Using laser sight +1* Using smart weapon +1 Aiming +2
* Only applicable to non-autofire attacks.
- Damage: Roll Damage Level (DL) vs. Pain Resistance (PR) :
- PR >= DL Stunned for the round.
- PR < DL Hit for wounds equal to the difference between the rolls.
- Armor: Armor Level is added to the Pain Resistance level for the above check.
MELEE COMBAT:
- Roll the attacking skill for the attack. The difficulty number is 10.
- Parrying: For each combat turn a character has as many parry dice as his Dodge skill. Before each attack a character can allocate parry dice for that specific attack (Not more than 2 dice). Roll the dice allocated for the attack and add to the difficulty number to hit.
- Damage and Armor is that same as for Shooting above.
GRENADES:
- Throwing: Calculated the same way as for Shooting above.
- If the throwing skill failed, roll 1D6 for the distance missed (in meters), and 1D6 for direction (1-forward, 4-backward).
- Check the damage range for each target.
- Explosion: Roll 4D6 for the grenade attack on each target. Use the difficulty number the same as for Shooting above.
- A character can use dodge dice to make the difficulty number higher.
- Damage and Armor is that same as for Shooting above.
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