COMBAT

 

A Combat Turn is 5 seconds.

 

INITIATIVE:

  1. Each character rolls 1D6+Dexterity for initiative.
  2. Higher numbers go first.
  3. Ties are resolved simultaneously.
  4. The character can take another action if his initiative is 10 or greter.

 

MOVEMENT:

  1. Walking – Walk up to 5 meters per turn. No penalty.
  2. Running – Run up to 10 meters per turn. Penalty of –1 to any skill use.
  3. Crawling – Crawl up to 2 meter per turn. Penalty of –1 to any skill use.
  4. Falling Prone – No penalty.
  5. Standing Up – Penalty of –1 to any skill use.

 

ACTIONS IN A COMBAT TURN:

  1. Firing - types of fire:
    1. Single Shot (SS) – Fire 1 shot per turn.
    2. Semi Automatic (SA) – Fire 2 shots per turn.
    3. Full Automatic (FA) – Fire 2 bursts (5 bullets) per turn. Penalty of –2 to attack. Damage Level is +2.
  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).
  3. Fast draw – Roll Dexterity with difficulty of 10. If successful, there is no draw penalty. If unsuccessful, can’t shoot that turn.
  4. Aiming – Spending 1 turn aiming adds +2 for the next shot.
  5. Reloading – It takes 1 turn to change clips or to insert 5 bullets into a SS firearm.

 

SHOOTING:

  1. Roll dice equal to the attacking skill. Difficulty numbers:
    • Short Range – 10
    • Medium Range – 15
    • Long Range - 20
    • Extreme Range – 30.
  2. Using scopes reduces the range by the scope’s rating, to a minimum of Short Range. Scopes bonus is only aplicable when aiming.
  3. 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.
  4. 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
-2
Cover:
50%
75%

-1
-2
Target Size:
Very Small (10cm)
Small (50 cm)
Large (3 m)
Very Large (10m)

-2
-1
+1
+2
Using laser sight +1*
Using smart weapon +1
Aiming +2

* Only applicable to non-autofire attacks.

  1. 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.
  2. Armor: Armor Level is added to the Pain Resistance level for the above check.

 

MELEE COMBAT:

  1. Roll the attacking skill for the attack. The difficulty number is 10.
  2. 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.
  3. Damage and Armor is that same as for Shooting above.

 

GRENADES:

  1. Throwing: Calculated the same way as for Shooting above.
  2. If the throwing skill failed, roll 1D6 for the distance missed (in meters), and 1D6 for direction (1-forward, 4-backward).
  3. Check the damage range for each target.
  4. Explosion: Roll 4D6 for the grenade attack on each target. Use the difficulty number the same as for Shooting above.
  5. A character can use dodge dice to make the difficulty number higher.
  6. Damage and Armor is that same as for Shooting above.

 


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