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00:49, 20th April 2024 (GMT+0)

Additional combat Rules.

Posted by The CreatorFor group 0
The Creator
GM, 19 posts
Fri 4 Nov 2011
at 19:33
  • msg #1

Additional combat Rules

Combat rules:
Any individual who does not have ranks in weapons ( or unarmed) may attack with a weapon or unarmed s per the normal D20 rules suffering no penalties for non proficiency, However they may not use any feat, talent, or combat maneuver other than a simple attack. (Using only their dexterity or strength modifier +1d20, However they do not receive any equipment modifiers for weapon or other devices they posses) they may receive situational modifiers but no
              Characters with ranks in weapons or unarmed combat may use feats and talents normally and execute combat maneuvers. They receive modifiers for equipment or devices they have equipped as well as any maneuver or situational modifiers they are entitled to.

    Power, techniques used with weapons: When using a skill or technique in conjunction with a weapon or unarmed attack they must have ranks equal to those the ranks of the power they wish to use. Ranks spent in mutations and evolutions are not considered only ranks used to gain levels in a skill or power. (bonuses they would be entitled to if using the weapon only are added to any attack roll made using  skill or technique.)

Movement and attacking; Unlike many versions of  D20 a character can fire on the move or move before and after an attack. However this decreases their accuracy when attempting moving fire. They suffer a -2 penalty to attack when walking, -4 to attack when jogging and -8 to attack when running. Firing at a full sprint has a -12 penalty to attacks, making hitting unlikely but leaving the chance of a lucky hit open.
The Creator
GM, 20 posts
Fri 4 Nov 2011
at 19:43
  • msg #2

Additional combat Rules: Additional combat maneuvers

Combat Maneuvers

    Shouldering a weapon: to use the sights or optics mounted on a weapon the weapon must be shouldered( the butt stock placed against or over the shoulder), or gripped in a firm two hand grip at eye level for pistols.
    Shouldering a weapon is a move action, once shouldered the weapon remains shouldered until lowered or the character must make a reflex save or physical skill check which requires him to lower ( running, jumping, swimming, climbing etc…) Maintaining the weapon in the shouldered position does not require any use of actions after the initial move action but it does limit the character to a jog, while the weapon is shouldered.
     While the weapon is shouldered the character suffers no penalties to spot, or saves, however if using  an optical device, or using telescopic sights mounted on a shouldered weapon he loses his peripheral vision and can not easily track actions around his through the sights imposing a -2 to initiative, and a -1 to his defensive bonus, as well as a -2 to spot and reflex save rolls.  ( the gm should ensue that all players understand the penalties, and all Players should specify whether they are using the device or keeping their heads up to spot possible threats. )
      Switching from heads up to  ‘sighting” is free action but it must be declared, and imposes a -2 to initiative, in addition to the normal penalties for using a sighting system. witching from Sighting to “heads up” is a free action and removes penalties fro spot and save checks. ( going heads up is not an instant action, so staying sighted until the character is attack then going heads up to make the save is not allowed, and shifting back and forth every few seconds should be discouraged, strongly.)
        A character can not move faster than a jog while shouldering a weapon. If he moves faster than a jog the weapon is no longer considered shouldered and must be re-shouldered.

        NOTE:  Shouldering a weapon is not compatible with abilities feats, or powers that require acting quickly in a dynamic situation, however it does stack with feats, powers or abilities that increase the effectiveness of,  or require carefully aimed attacks.

Maneuver
Shouldering
Time: move action
AoO: yes
Concentration: Special
Effect: allows use of optics and sights, and other weapon mounted devices,allows shooter to gain effect of any weapon based bonuses to hit. imposes -1 defensive bonus, -2 spot and reflex save, initiative penalties.</b>


 Snap shooting: is firing fro the hip with minimal concern for accuracy in a fight. This is faster than a standard attack (increases initiative by 2 points) but reduces his attack bonus by 2 pts. a snap shot does not allow the use of sights or feats that require some sort of aimed or  directed attacks. However it does stack with abilities or powers that increase initiative with modifiers and penalties stacking.

Snap Shot
Time: combined with attack action
AoO: yes
Concentration: Special
Effect:
Initiative +2
Attack -2
No sight use</b>


      Controlled fire is the exact opposite of snap shooting, it requires a weapon with sights or some form of targeting system, that the rifle be shouldered or one hand weapons be held in a two hand grip. ( shouldering a weapon is a move action but carries over until the weapon is lowered, after it is shouldered maintaining it in a shouldered position is a free action and must be declared each round ) when using controlled fire the characters initiative is decreased by 4 pts, but he receives a +2 to his attack bonus..
       Notes: engaging in hand to hand combat or making a saving throw forces the character to lower his weapon requiring him to re-shoulder the weapon.
       Not compatible with feats powers and abilities that require rapid reactions in a dynamic situation. However it combines and stacks with eats or abilities that require careful air and or precision attacks.

Controlled Fire
Time: combined with attack action
AoO: yes
Concentration: Special
Effect:
Initiative -4
Attack +2
May use sights and equipment attached to weapon.</b>


Aimed fire: follows normal aiming rules as in Modern D20.



     Indirect fire: a ranged weapon can be fired at a target out of the characters line of sight if their is no overhead obstructions and he has a weapon capable of firing in a high arc over terrain. ( grenades, mortars, rockets, etc...) This is difficult and inaccurate ( -8 to attack without a spotter, misses deviate as per scatter rules)
     Without a spotter Or some other form of targeting an attacker is forced to attack a designated area, and can not effectively allow for the movement of targets he is trying to strike.( the attacker simply tosses rounds into the area and hopes one of them hits something. however any character creature or object entering an area under indirect fire runs the risk of being hit by the attacks.)
      A single round is unlikely to inflict any damage unless it is an explosive or other area affect attacks.( single( non area affect or splash) shots are 50% likely to miss even if the attack roll is successful.
      Burst fire, or full auto weapons can be used indirectly to attack a given area ( normal penalties for auto fire apply, and successful attack roll vs Defense 10 is required to hit the area.)
      Spotters may direct indirect fire reducing the penalties to -4 and allowing the attacker to correct his aim point to follow targets movements. In rounds following the initial attack the attacker can correct his aim point and attempt to strike the target again.

      Ranging Shots A character can attempt to reduce attack penalties due to range by firing a ranging shot trying to determine the range to his target.
   A specified attacker fires his weapon at a target if he hits the target then all subsequent attacks versus that target are made with a 2pt reduction in range penalties. If he misses the penalty is still reduced by 1pt.
    An attacker can fire as many ranging shots as he desires but the maximum reduction of range penalties is 2pts.
     NOTE:  Only ballistic weapons that are effected by range mods can be used for ranging shots, guided weapons, and or energy weapons are not valid types for ranging shot attempts.

     Range finding A character equipped with a rangefinder may take a full round action to determine the distance of a target and relay this to any allies. this imparts a 2pt reduction in range penalties, which does not stack with ranging shots.




Melee Options: 
      Any character with weapons training in a melee weapon, unarmed attack, or martial arts style can use any of the following maneuvers without any additional feats. ( the feats or class features duplicating these maneuvers can be removed fro the game, or used to increase the effectiveness of the maneuver typically increasing the bonus gained by the maneuver by 2pts.
      (Feats or class features that duplicate these maneuvers that are requisites for other feats should be retained and used to improve the effectiveness of the maneuver instead of being removed.))

STANDARD UNARMED MANEUVERS:
  • Strike the standard kick or punch used for dealing damage balancing offensive power, accuracy and defense. Strikes offer no advantage or disadvantage in combat.
  • Kick: a more powerful kick than the standard strike. The kick allows the combatant to deliver mre power with greater range than a standard strike however it costs mobility limiting him to a 5ft free step when delivering a Kick. The character adds 1.5 times his strength modifier and 1 pt per level of technique to his kicks damage. 5ft move only
  • Haymaker: a massive all or nothing attack it is slow, inaccurate but packs an impressive punch. The character educes his initiative 4 pts, and his attack bonus 4 pts to deliver and extra die of damage with his attack. He may spend one action point to double the damage delivered the rolled damage delivered by a successful haymaker. This reduces his initiative to 1 and imposes and additional -2 to his attack.
               This is an attack best suited for easy to hit, dazed or stunned targets. This attack can be combined with a power attack, but the characters attack bonus may become a negative number if he tries to get too much power out of his punch. …however in such cases if the punch lands the effects could be spectacular.
  • Parry: allows a defender to apply a portion of his attack bonus to his defensive bonus. To do this the defender must use one of his attack action to defend from attacks, he may defend against as many attacks as he has melee attacks available to him. He may use feats that grant him additional actions or attacks to gain additional parries in a round.
          While parrying the defender can allocate up to 4pts of attack bonus to his defense in addition to his any bonus or fighting defensively.( but not totally defensive), or other defensive actions.
       NOTE: to parry a character must have a melee weapon ( a ranged weapon wielded as an improvised club can be used but may suffer damage), gauntlet or have some feat or improved unarmed combat.
  • Block: a character may use an attack action if he has one readied or if he has nt attacked yet. He makes an opposed attack roll with a -2 penalty, if he rolls equal to or higher than the incoming attack the attack is locked and deals no damage. Blocking an armed attack unarmed may cause injury to the hand or arm. Wearing some form of armor over the hand and forearm protect the hands otherwise half the attacks damage is dealt to the blocking limb, if can not be used with other maneuvers other than
         
    NOTE: to block a character must have a melee weapon ( a ranged weapon wielded as an improvised club can be used but may suffer damage), gauntlet or have some feat that allows him to treat his unarmed attacks as armed. or improved unarmed combat.
    Shields can be used to block an attack gaining a +4 to the opposed attack roll.


Typically maneuvers are used simply to strike but with a good case being made by the player such maneuvers as trips, and disarms may be allowed with certain maneuvers ( GM’s SOLE discretion)


Enhanced Unarmed maneuvers: Unarmed maneuvers may be combined with standard attack actions and or maneuvers (unless obviously conflicting, or violate the limitations of the maneuver) by characters with improved unarmed training, combat martial arts, or defensive martial arts. Bonuses and penalties granted by combined maneuvers stack and all limitations must be complied with to executed combined maneuvers

Lightning strike: sacrificing power and accuracy the character unleashes a fast blow with the intent of dealing a blow before the enemy can act.
Effect : +2 initiative  -1 Attack Bonus and -1pt damage.

Power attack:
as per rules but does not require a feat to use. If the feat power attack is taken the character can deal an additional +2 to the damage of the attack ( total damage bonus = points deducted from attack bonus +2pt)

Sacrifice strike:
the character sacrifices his safety to land the strike, or deal more damage: he may reduce his AC 1 pt per level of technique, to increase his damage, or attack roll. This can be used in conjunction with a power attack.

Defensive strike:
the character favors caution over dealing damage allowing him to drop 1pt of his attack damage, per level of his technique, to increase his dodge bonus.


Bind, entangle.
This maneuver allows an opposed attack roll between combatants, the attacker ( the person attempting to bind or entangle) suffers a -4 to his roll. If the attackers roll is higher, the defenders weapon or limb is entangled and can not be used until he succeeds in an opposed roll using strength, dexterity, or escape artist to free his weapon.
          Flexible weapons do not suffer the -4 to the opposed roll, such items as a cloak, jacket, or even a blanket can be used to bind a weapon.( however they suer improvised weapons penalties if used as weapons )
         If successfully bound or entangled the next round the attacker can attempt a disarm, if he fails he can not be disarmed in return instead the opponents weapon is automatically freed.

Evade: using his agility and movement a defender attempts to stay just out of reach of his attacker. If he succeeds and an opposed reflex, or tumbling check vs. reflex save, he stays jut out of reach and can not be attacked hand to hand or with a melee weapon. ( reach weapons can be used to strike an opponent who has successfully evaded)If flanked or surrounded the defender suffers a -2 to his rolls per person he is being attacked by.  A failed evasion attempt provokes an automatic attack of opportunity, but a successful evasion does not allow an attack of opportunity, as well as any attack of opportunity or entering a threatened space as a result o an evasion attempt.

Close:
this is an attempt to get in close to an opponent usually in preparation for another attack or maneuver. If the character succeeds in an opposed reflex save, or a tumbling check DC (opponents reflex save, or tumbling check.) he steps into the opposing characters fighting space, this imposes a -4 on any weapon other than a light weapon.  Characters of a size category smaller than the creature or character they are trying to close with receive their size modifier as a bonus to their rolls to close.
     If a creature two size categories smaller than its opponent closes the larger creature can not attack with any attack other than a natural or unarmed attack.

Display:
a martial artist attempts to impress frighten or intimidate an opponent or spectator.
         Intimidate: an opposed will save v the character technique check ( modified attack bonus+ charisma modifier +d20), if failed the viewer is shaken and fights at -2 o hit and damage for 1d4 rounds.
         Impress or entertain: treat the characters technique check as a perform check, using the perform skill to determine the results of his display.

           Opposed displays:
if agreed upon by all characters two or more martial artists may make a technique check comparing results. The highest total check is considered the winner of the contest. All contestants must accept the outcome or face ridicule and or hostility by the spectators. If the loser of a display contest attacks any participant that rolled a higher check than his, he is at -2 to attack and damage if he fights them within 24 hrs of the contest.
         A successful perform or intimidate check dc 12 grants a +2 synergy bonus to a display check.

s.

Spinning backhand:
a viscous punch that adds the power of the characters movement to the attack, it increases damage by +4 but reduces his AC and initiative by 2 pts each. Using a spinning backhand requires he use of 5ft of movement.( if the character does not have sufficient movement remaining the maneuver can not be attempted)  Although the character does not move the momentum is used to power the punch. maybe used with a power attack

Spinning kick:
the same as a spinning backhand but used with a kick. The kick requires that the practitioner can not move and des not receive his 5ft free move. May be combined with a power attack

Snap Kick: a quick precise kick usually used to deliver damage faster than the enemy can  it  reduces damage by 2pt but increases initiative by 2pts.
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