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I run combat as per the rules found in the game's Rulebook with only a few modifications with regard to weapons. Any weapon that lists the rate of fire as Standard is able to shoot aimed, burst, or wild with the following exception: Heavy energy weapons (plasma ejectors and similar weapons). Heavy weapons are meant to do a large amount of damage with minimum ammunition usage. Therefore, they shoot one shot that does a lot of damage (relative to other single round damage from other weapons). Bursts damages are always based on a single round's damage. For example, if a weapon lists 1D6 per round/shot, 3D6 for a four-round burst, 1D4x10 for a ten-round burst, and a player chooses to fire a long burst (takes two attacks and does x5 damage), then the player would roll damage for a single shot/round (in this example 1D6) and then multiply the damage rolled by five. Burst damages are as follows:
All characters who have no Hand to Hand combat skill have one attack per melee, period. All characters who have selected a Hand to Hand combat skill start with the base number of attacks for the corresponding skill (two for most, one for Assassin). Natural 20s A natural 20 to parry immediately allows a combantant a riposte. Essentially, the parry has moved the opponent far enough out of line that the character gets a free shot, which doesn't take an attack, but doesn't get any bonuses, either. This rule only works if the opponent's strike roll was not a natural 20. Likewise, a natural 20 to dodge also carries special circumstances. A dodge roll of 20 means that the dodge does not take an attack, unless used to dodge a natural 20 to strike. Critical Strikes have a 75% chance of being armor piercing (AP). When a critical hit is rolled (generally a natural 20), then roll 1D4 to determine the multiple (i.e. x1, x2, etc). If a one is rolled, then the weapon automatically does full damage for the dice (i.e. a 4D6 weapon would do 24 points of damage). When a AP critical hit is struck, the damage is transferred directly through the armor at a 1:1 MDC to SDC ratio. Meaning that for every one point of MDC that would have been inflicted on the armor, 1 point of SDC is inflicted to the character inside the armor. If the creature inside the armor is a natural MDC creature, then 1 MD is automatically inflicted to the body, +1 MD for every multiple rolled on the D4 above. In the case of cyborgs and robots being hit by an AP critical hit, roll on the following table to determine the system that is hit.
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