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attack option.

Posted by ChronosFor group 0
Chronos
GM, 110 posts
Sat 19 Apr 2014
at 21:47
  • msg #1

attack option

Basic Attack
(Ranks in weapon training + Stat Modifier+ additional modifiers) vs targets AC/def

attack with power
Ranks in power + stat modifier+additional modifiers vs target ac/def


attack options

Any option Listed here may be taken by any character which has weapons training with the appropriate weapon, or unarmed attacks. any feat, ability, or perk that simulates, or allows a listed option stacks with the maneuver bonus, or grants a +2 to any attack or damage listed with an attack option.

THE GM MAY RULE CERTIAN FEATS ABILITIES?POWERS CONFLICT OR ARE NOT VIABLE FOR CERTAIN MANEUVERS


Firearms

Attack: attack action
Effect: Deals weapon damage if a successful attack roll is made
requires: Firearm
AoA: yes

Standard Attacks:
can be executed without special training, feats etc...

Additional Attacks: full attack action
Effect: -5 per additional attack after initial attack. If penalties would reduce attack bonus to zero, then no additional attacks maybe made.
Requires: Attack bonus greater than penalties for additional attacks.
AoO: Yes

Snap shot:
Effect: +2 initiative, -2 to hit
requires: weapons skill
AoA: Yes

Brace: move action.
Effect: +5 ft rang inc
requires: two free hands
AoO: Yes


Sight: full attack action
Effect:+2 to attack
Requires:  weapon equipped with sights.
AoO: yes
Called shot: Full attack action
Effect: Special See Called shots
requires Weapons Skill
AoA Yes

Rapid fire: Full round action
Effect: additional attacks (up to dex modifier +1) -2, additional -2 per attack after first. treat each attack as separate attack can only target one creature with all attacks.
Requires: revolver, pump action, lever action or semi auto
AoO: yes


Multiple attacks: Full Attack action
Effect: additional attacks with -5 per attack penalty.( dex +1 additional attacks maximum)
AoO: yes
NOTES: this is separate from a character using his Attack Bonus based multiple attacks and can not be combined with additional attacks granted by attack bonus.

Double Tap: Full attack action
Effect: Increase weapon damage by one die, -4 to attack, -2 to initiative
Requires: weapon skill, semi or full auto weapon
AoO: Yes
NOTES some weapons that are not semi/or full auto may be used due to unique properties of weapons. see weapons descriptions.

If the character takes the double tap feat, penalties for the attack, and initiative are reduced by 2pts.



Full auto/Burst Attacks:

Burst(to hit): Full attack action
Effect: -2 to initiative +2( addition +1 per 5 rounds fired, max 10 rounds) to hit at point blank, short, medium range
Requires: Weapons skill, Full auto or burst capable weapon, minimum 3 rounds available in weapon.
AoO: Yes
NOTES: successful attack results in a single hit all other rounds fired wasted. minimum 3 rounds in weapon
Burst feat grants additional +2 to hit but no damage increase, decreases initiative penalty by 2pts.

Burst(to damage): Full attack action
Effect:-4 to hit, -2 to initiative +2 die to damage, at point blank, short range
Requires: Full auto or burst capable weapon
AoO: Yes
NOTES damage treated as single attack for DR/Hardness or saves.Bust feat grants additional 1 die to damage.

Burst(multiple hits): Full attack action
Effect: -4 to hit, -2 to initiative, grants one additional hit per 2 points above the targets AC/def
Requires: Full auto or burst capable weapon
AoO: Yes
Notes: each successful hit is treated as a separate attack for DR/Hardness, or saves

Burst(Area affect): Full attack action
Effect: area affect attack vs designated spaces. ANY AND ALL creatures and objects in, or entering, the area during the same round must save or take damage equal to the weapons normal damage. multiple spaces may be targeted but all spaces must be adjacent and one round must be fired into each space.  creatures forced to make a REF save vs attack save DC( Number of rounds fired into space+10, Max DC 20)
Requires: Full auto or burst capable weapon with 3 or more rounds available. Successful attack roll vs DEF 10. or fire area deviates as per deviation rules.
AoO: Yes
Notes:
A Burst fire weapon may fire only three rounds in a single area affect attack, a Full auto weapon may fire up to the number of round remaining in it's magazine, however only ten rounds may be fired into a single space.
    each successful hit is treated as a separate attack for DR/Hardness, or saves
  Total number of creatures hit may not exceed the number of rounds fired into the space they occupy, enter, or remain in..However if they move into an adjacent space that is also subject to the auto fire attack, or occupy more than one space they are subject to additional attacks.
.
  GM may require a will save for NPCs to enter an area under automatic weapons fire attack.
 Target Save modifiers are adjusted by range.

Extreme range REF SAVE +4
Long Range:   REF SAVE +2
Medium Range  REF SAVE +0
Short range   REF SAVE -2
Pointblank    REF save -4
Adjacent      REF Save +4

MULTIPLE attackers Firing into the same area: The target must save vs each attacker firing into any area he occupies, moves into , or remains in.
Supporting fire: more than one creature may fire on an area in support of the main attacker. to do the individuals wishing to fire as a group select a main attacker, and then make an aid Other check the targets save suffers a penalty of 1pt for every successful aid other attempt made to support the main attacker.


Suppression fire: full Round Action ( continuing)
Effect: area attack auto fire continues into next round. Attacker flat footed.
Requirement: full auto weapon with 30 or more rounds loaded into weapon. weapon must be braced. Successful attack roll vs DEF 10. or fire area deviates as per deviation rules.
AoA: Yes
NOTES: the attacker may choose to continue his attack from round to round requiring any creature or object in the target areas to save or take damage. However, he may take no other actions( other than free actions) during a round he maintains suppression fire.

  Even Though the attack requires 30 rounds per space targeted any creature or object entering the area, unable to exit the area, or remaining in the area, saves as if only ten rounds have been fired into
the area ( REF SAVE DC 20)

   Each round of suppression fire requires a minimum of 30 rounds per space targeted. Each area Be adjacent to one other area under suppression fire. All areas must be targeted with a minimum of 30 rounds.
  the attacker may choose to continue the attack as long as he has sufficient ammunition. However Suppression fire ends if the attacker is forced to move, make a save, or looses line of sight with the area he is targeting.
     In addition the attacker may choose to end the suppression fire at any time but loses any actions he may have been allowed for the rest of the round.

IN ADDITION to the save required for simply occupying, moving into or attempting to exit an area under suppression fire. Any Movement, attack Or skill use that requires movement, triggers an additional save to avoid being hit by suppression fire again.

Grazing Fire: Full round action (Continuing)
Effects: Area attack line.( effects on target areas identical to suppression fire)
Requires: Same requirements as Suppression fire.
AoO: Yes
NOTES: the area of grazing fire is set at a line extending fro the space occupied by the attacker out to the end of the weapons Medium range. any creature or object attempting to move through the affected space is subject to the attack and must make a REF Save DC ( as per suppression fire)

Spray and Pray ( the hose Down)full attack action
Effect: area affect Line( out to end of medium range, or cone 60degree range out to end of weapons short range)
Requires: minimum 10 rounds in weapon, full auto weapon.
AoO: yes
NOTES: weapon expends 30 rounds of ammunition or ammunition remaining in the weapon up to 30 rounds.
       Any and ALL creatures in the area of affect must make a save versus auto fire or be struck by a single attack. this attack does not affect creatures entering the area after the attackers initiative.
  This attack can be used by a character Fighting fully defensive, from behind full cover, or unable to see or sense targets in the area.
  Concealment and invisibility do not affect the attack,reduce the chance to hit, or negate any successful attack, however cover does


Special Attacks:
Both Barrels: Attack action
Effects: -4 to hit (additional -1 per barrel after the second), +1 die damage per barrel fired.
Requires: weapon with multiple barrels. one round per barrel fired,
AoO: Yes
NOTES: this does not work for weapons similar to the Gatling gun in which the barrels must rotate or move into firing position.


Grenades:
Grenade attacks can be interrupted:
to interrupt a grenade attack a creature or character must score a successful attack with a ranged or melee attack. If the target fails a Reflex, fortitude, or concentration check He drops the grenade. which detonates in the same square as the character who dropped it.

Toss: attack action
Effects: as per normal grenade rules
Requires: readied grenade
AoO: yes
Notes: the attack does not require a to hit roll. if attack fails grenade deviates as per deviation rules.


Throw ( area ): attack action
Effects: grenade detonates where aimed by thrower.
Requires: readied grenade
AoO: yes
Notes: if attack fails grenade deviates as per deciation rules.

Throw ( targeted) Full attack action
Effects: target recieves a -4 to save versus the damage of the grenade.
Requires: clear line of sight to target, readied grenade. attack made vesus the targets AC ( armor, natural armor, and equipment based AC/Def are not applied to the targets AC/Def
AoO: yes


Stick It: Full attack action
Effects: target receives no save to avoid damage and takes 2x rolled damage from the grenade.
Requires: a grenade with the "Sticky Bomb" advantage/gadget, clear line of sight to target, readied grenade. attack made versus the targets AC ( armor, natural armor, and equipment based AC/Def are not applied to the targets AC/Def
AoO: yes

Bank shot: attack action
Effects: allows grenade to bounce off solid object in direction desired -4 to attack roll to hit desired location
Requires: readied grenade, successful attack roll vs AC//Def 10
AoO: Yes
Notes: if attack successful grenade bounces 1d10 feet in desired direction. If failed grenade rebounds 1d10 feet back toward thrower.

Cook Off: full attack action
Effect: increases save DC by +2, initiative -4
Requirement: a readied Grenade with timed fuse
AoO: yes
NOTES: on a roll of a Natural 1 the grenade detonates centered on characters current space.
 Cooking off a grenade may be combined with other grenade attack options. However, the penalties stack.

Lob: Full attack action
Effects: negates overhead and barrier cover on a successful attack. -4 initiative
Requires: Successful attack roll DC 12
AoO: yes
Notes; a failed Lob results in the grenade deviating by 2d10 feet in a random direction. a critical failure, indicates the grenade lands within 1d10 feet of the attacker.

Grab and toss: Move action ( can sacrifice upcoming attack or movement action to execute)
Effects: grenade deviates from original point of impact 2d10 feet in random direction.
requires: on free hand and the character not be unconscious, immobile, stunned, dazed or flatfooted.
NOTES: if character sacrifices his action to grab and toss the grenade he may take no other actions in that round.
  If the original attacker cooked off the grenade it can not be tossed away. In fact, the character attempting to toss it away suffers a 2 point penalty on any save to avoid damage from the grenade.

Throw back: attack action
Effects: allows targeted character or creature to pick up and use the grenade. Attack -6 to hit.
Requires: Successful reflex save (Dc 15), available actions.
NOTES: on a failed roll the grenade detonates in the characters face, no saving throw.)On a critical failure it ( roll of natural 1 on save) it detonates in the characters hand, takes full damage to arm and hand, no save

If original attacker cooked off the grenade the grenade detonates in the characters face , character attempting to throw the grenade back gets no save versus the damage.



Hand to hand attacks:

Strike: as per normal DnD 3.5/D20 modern rules

Kick: Attack action
Effects: Increase strength by 1.5 times for damage. -2 to hit, -1 initiative.
Requires:
AoO: no
Notes: reduces movement rate by 5ft.

Sacrifice Strike
: Attack Action
Effects: allows player to dop Def/Ac and increase to hit Bonus by eqqual amount
Requires:
AoO: No
Notes: Character can only sacirfice AC/Def equal to his dex bonus.

Power Strike: attack action
Effects: as per Power attack
Requires:
AoO: no

Flurry: Full attack
Effects: Multiple attacks verus singel targetL -2 to Ac/Def, -2 to attack per extra attack.
Requires: Weapon Skill, or flurry of Blows Feat.
AoO:No

Sweep: Full attack
Effects: Attack Multiple targets: Attacker Def/AC -2, -2 to attack roll( additional -2 for each target attacked after the second target.)
Requires: weapons Skill, or Cleave attack Feat
AoA: No

Running Strike: As part of full move
Effect: -2 Ac, +2 to damage
Requires: 10ft move, Weapons Skill
AoO: as per charge
Note: character can move past target is he has a clear line of travel. attacker does not need to use his full movement however the attack counts as a full move action.

Jump Strike: As part of full Move action
Effects: +2 to damage, +1 to Hit, -2 to Ac
Requires: Weapons Skill, at lest ten feet of movement available
AoO: yes
Notes: Attacker can not move( no 5ft move) however attack counts as a full move action.

Spinning strike:
Full attack
Effect: +2 to damage, +2 to strike, -2 AC, uses 5ft move.
Requires: 5 feet of movement available
AoO: no
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