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combat_systems [2014/02/28 07:34]
storyteller [Close Combat Maneuvers]
combat_systems [2021/12/04 00:39] (current)
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 This attack is permissible only if the weapon’s clip is at least half-full to begin with. This attack is permissible only if the weapon’s clip is at least half-full to begin with.
  
-Traits: [[physical_attributes|Dexterity]] + [[Firearms]] ​ +|Traits: [[physical_attributes|Dexterity]] + [[Firearms]]|Difficulty: +2|Accuracy: +10|Damage: Special|
- +
-Difficulty: +2 +
- +
-Accuracy: +10  +
- +
-Damage: Special+
  
 • **Cover:** Cover increases an attacker’s difficulty to hit a target (and often the target’s ability to fire back). ​ Difficulty penalties for hitting a target under various types of cover are listed below. A character who fires back from behind cover is also at something of a disadvantage to hit, as he exposes himself and ducks back under protection. [[Firearms]] attacks made by a defender who is under cover are at one lower difficulty than listed below. (If a listed difficulty is +1, then the defender suffers no penalty to make attacks from under that cover.) If your character hides behind a wall, attackers’ [[Firearms]] rolls have a +2 difficulty. Your character’s attacks staged from behind that wall are at +1 difficulty. ​ • **Cover:** Cover increases an attacker’s difficulty to hit a target (and often the target’s ability to fire back). ​ Difficulty penalties for hitting a target under various types of cover are listed below. A character who fires back from behind cover is also at something of a disadvantage to hit, as he exposes himself and ducks back under protection. [[Firearms]] attacks made by a defender who is under cover are at one lower difficulty than listed below. (If a listed difficulty is +1, then the defender suffers no penalty to make attacks from under that cover.) If your character hides behind a wall, attackers’ [[Firearms]] rolls have a +2 difficulty. Your character’s attacks staged from behind that wall are at +1 difficulty. ​
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 Note that difficulties for combatants who are both under cover are cumulative. If one combatant is prone and one is behind a wall, attacks staged by the prone character are at +2 difficulty, while attacks staged by the character behind the wall are also at +2 difficulty. Note that difficulties for combatants who are both under cover are cumulative. If one combatant is prone and one is behind a wall, attacks staged by the prone character are at +2 difficulty, while attacks staged by the character behind the wall are also at +2 difficulty.
  
-|**Cover**| **Type**| **Difficulty Increase**| +|**Cover**| ​ **Type** ​  **Difficulty Increase** ​ 
-|Light |(lying prone) |+1| +|Light |(lying prone)| ​ +1  
-|Good |(behind wall)| +2| +|Good |(behind wall)| ​ +2  
-|Superior| (only head exposed)| +3|+|Superior| (only head exposed)| ​ +3  |
  
 • **Multiple Shots:** An attacker with a fast firearm may try to take more than one shot in a turn. The attacker can divide his attack dice pool by how many shots she wants to fire at a similar number of targets, up to the weapon’s rate of fire (multiple attacks against the same target are covered under maneuvers like “Automatic Fire” and “Three-Round Burst”). Each attack is then rolled separately. • **Multiple Shots:** An attacker with a fast firearm may try to take more than one shot in a turn. The attacker can divide his attack dice pool by how many shots she wants to fire at a similar number of targets, up to the weapon’s rate of fire (multiple attacks against the same target are covered under maneuvers like “Automatic Fire” and “Three-Round Burst”). Each attack is then rolled separately.
  
-Ability: [[physical_attributes|Dexterity]] + [[Firearms]] ​ +|Ability: [[physical_attributes|Dexterity]] + [[Firearms]]|Difficulty: Normal|Accuracy: Special|Damage: Weapon type|
- +
-Difficulty: Normal +
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-Accuracy: Special ​ +
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-Damage: Weapon type+
  
 • **Range:** The [[Ranged Weapons Chart]] lists each weapon’s short range; attacks made at that range are versus difficulty 6. Twice that listing is the weapon’s maximum range. Attacks made up to maximum range are versus difficulty 8. Attacks made at targets within two meters are considered point blank. Point blank shots are made versus difficulty 4. • **Range:** The [[Ranged Weapons Chart]] lists each weapon’s short range; attacks made at that range are versus difficulty 6. Twice that listing is the weapon’s maximum range. Attacks made up to maximum range are versus difficulty 8. Attacks made at targets within two meters are considered point blank. Point blank shots are made versus difficulty 4.
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 Dodge rolls against strafing are at +1 difficulty. Dodge rolls against strafing are at +1 difficulty.
  
-Ability: [[physical_attributes|Dexterity]] + [[Firearms]] ​ +|Ability: [[physical_attributes|Dexterity]] + [[Firearms]]|Difficulty: +2|Accuracy: +10|Damage: Special|
- +
-Difficulty: +2 +
- +
-Accuracy: +10  +
- +
-Damage: Special+
  
 • **Three-Round Burst:** The attacker gains two additional dice on a single attack roll, and expends three shots from the weapon’s clip. Only certain weapons may perform this maneuver; see the [[ranged_weapons_chart|Ranged Weapons Chart]] for particulars. Attacks are made at +1 difficulty due to recoil. As with automatic fire, the damage dice pool is based on one bullet from the weapon in question. • **Three-Round Burst:** The attacker gains two additional dice on a single attack roll, and expends three shots from the weapon’s clip. Only certain weapons may perform this maneuver; see the [[ranged_weapons_chart|Ranged Weapons Chart]] for particulars. Attacks are made at +1 difficulty due to recoil. As with automatic fire, the damage dice pool is based on one bullet from the weapon in question.
  
-Ability: [[physical_attributes|Dexterity]] + [[Firearms]] ​ +|Ability: [[physical_attributes|Dexterity]] + [[Firearms]]|Difficulty: +1|Accuracy: +2|Damage: Weapon type|
- +
-Difficulty: +1 +
- +
-Accuracy: +2  +
- +
-Damage: Weapon type+
  
 • **Two Weapons:** Firing two weapons is considered performing a multiple action, complete with dividing the dice of the lowest pool between two different targets. Additionally,​ the attacker suffers +1 difficulty for the attack with her off-hand (unless she’s ambidextrous). ​ Each attack is rolled and resolved separately — multiple attacks made against the same target are covered by maneuvers such as “Automatic Fire” and “Three-Round Burst.” • **Two Weapons:** Firing two weapons is considered performing a multiple action, complete with dividing the dice of the lowest pool between two different targets. Additionally,​ the attacker suffers +1 difficulty for the attack with her off-hand (unless she’s ambidextrous). ​ Each attack is rolled and resolved separately — multiple attacks made against the same target are covered by maneuvers such as “Automatic Fire” and “Three-Round Burst.”
  
-Ability: [[physical_attributes|Dexterity]] + [[Firearms]] ​ +|Ability: [[physical_attributes|Dexterity]] + [[Firearms]]|Difficulty: +1/off-hand|Accuracy: Normal|Damage: Weapon type
- +
-Difficulty: +1/off-hand +
- +
-Accuracy: Normal ​ +
- +
-Damage: Weapon type  +
  
 ==== Maneuver Complications ==== ==== Maneuver Complications ====
combat_systems.1393572840.txt.gz · Last modified: 2021/12/04 00:41 (external edit)