COMBAT
Not Used:
Base Attack Bonus: replaced By weapons training (Base Attack Bonus = ranks in skill)
Additional attacks
Characters receive an additional attack every six ranks. the base attack bonus for an additional attack is made as if the character had five fewer ranks in his weapons training.
Class Defense Bonus: No automatic level bonus for Defense
ALTERED RULES :
Weapons proficiencies: replaced by Weapons Training weapons proficiencies are used to gain new weapons training skills as class skills. each weapons proficiency feat allows a character to gain an additional weapons skill as a class cost skill.
Armor Proficiencies: replaced By Armor Training armor proficiency is used to gain armor training as a class skill.
Feats: Armor Proficiency: Not used. If the GM wishes he may use armor training I place, selecting an armor proficiency feat of any kind grants Armor training as a class skill. Modern armors tend to e much lighter and better designed than archaic armors, little real skill is needed to move in them since most are not much heavier a leather jacket.
Armor training
equipment such as power armor, and hardsuits( medium Mecha,) use armor training in place pilot/drive and vehicle/armor operations feats. any skill that would require a pilot/drive check or reflex save when piloting Powered armor or Mecha is replaced by the wearers Armor training skill.
Combat Sequence
Announce use of Action or Mastery points, special attacks, Called Shots or techniques
Roll Initiative
Announce and resolve any pre attack skill checks
Announce any Movement or Movement actions
Announce the use of any Power, ability, technique or skill
Announce Attacks Or intent to hold action, including any action or event that will cause you to take action
resolve Skill checks or saves for intended actions.
Roll to hit ( To Hit = Ranks In weapons Training + Dex + Modifiers +1d20 )
Roll to confirm Critical Hit ( If needed)
Roll Damage
Resolve Movement, damage effects, or full round actions
End Round
for RPOL, rolls must be made in order as listed in combat sequence
For RPOL GM will make rolls, if specifically requested to. allow player to make rolls
I
The player will make an extra roll if he intends to use an action point, or mastery point filling the REASON slot in with his pre initiative actions, if too long he will simply inert “Pre-initiative and send the GM a PM before rolling any other rolls.
This is not due to any mistrust of the players it is more to ensure that everyone knows all actions are being handled without meta-gaming we all know someone out there will have the following moment “ Hey I made my crit…Hmm lets see if I … spend an action point, invoke this technique….., and wow…He’s toast.”
We are all adult and I trust players greatly, but I also know sometimes people get tempted, SOOOO I am taking it out of the mix. Ahead of time
Defensive Bonus. For three ranks in combat Mastery the Character gains +1 to his Defensive Bonus this is a dodge bonus so it stacks with everything else. Yes I know you cant dodge a bullet, but you can do your best to not be where the other guy sends it to.
For those who notice this takes away from the fast character classes… Remember everyone loses the class Defensive bonus and their base attack bonus so it averages out.
Critical hits: critical Hits bypass armor dealing damage directly to the creature. Even if the critical hit Is not confirmed the target receives NO equipment based damage resistance.
If a critical hit is confirmed the attacker has the option of:
A)Dealing damage directly to the target or dealing the weapons BASE damage ( rolled damage+ any stat modifiers) directly to the targets hit points.
OR
B)dealing rolled damage x critical multiplier to the target as per normal rules ( DR applied to damage)
In some cases it might be better jut to deal Normal damage to the target in others going after the creatures hit points might be a better idea. Especially against creatures with abilities or techniques that heal or ignore health damage.
Armor:
As an alternate in this game armor provides both DC, in reduced levels, And Damage reduction. This is to reflect that armor ends to blunt damage and disperse energy fro incoming attacks as well as block or deflect completely some attacks.
Use of the listed armors for this game is suggested, the GM should allow the use of other types( from published or kit bashed sources) if he wishes. altering their statistics to the nearest type of armor listed but allowing any special qualities or abilities the armor would grant under normal rules. ( such as boost armor, land warrior armor, etc…from D20 future or future tech)
Armor Class
All armor, even a leather jacket has some part, or portion that will turn a blade, deflect a bullet slightly or hopefully soak up the impact of a hit. This is the source of Armors AC it makes it harder to actually get the chance to inflict damage on an individual.
Normally, except for barriers and shields equipment based AC doe not stack. If you are wearing a bullet proof vest under a suit of powered armor and the round mange to hit a portion of the armor which is not strong enough to stop the attack completely it is unlikely that your bullet proof vest will fare much better since it tends to cover the same area as the powered armor does only not as completely.
Damage Resistance:
As with Armor class Damage Resistance does not add up or stack instead the best of the two levels are applied to the damage rolled against the character. However if more than one suit is worn the character will receive a 1/4 the DR of the lighter set of armor but has to endure the penalties for wearing both suits of armor no more than two sets of armor can be worn at one time.
Natural Damage resistance: natural DR is applied directly to any damage that penetrates to the character, through armor, defenses or spells. It is always applied last and separately to any damage dealt to the player ( after all other forms of DR) If an attack has to deal damage directly to the character to trigger a secondary effect, or deal alternate damage to the target it is considered successful if it makes it to the characters natural DR...
NOTE: armor vs. Melee weapons, and unarmed attacks: .
Since most modern armor is optimized to protect from projectile and energy weapon it is somewhat vulnerable to hand to hand and Melee weapons.
When in hand to hand combat against an armed or unarmed opponent a character wearing modern armor receive only the equipment Bonus to His AC or Defense, and a equipment based Damage reduction of 2pts.vs. slashing and piercing weapons, and a DR of 4 vs. bludgeoning and concussion melee weapons. Against energy based Melee weapons the character receives half the armors equipment based DR.
Archaic armor grants it’s full DR against melee and unarmed attack but grants only a +2 DR vs. projectile or energy weapons.
The only exceptions to this rule are Hardsuits, exoskeletons, and powered armor. These armors use much heavier materials and are generally rigid enough to deflect of absorb the damage of a melee or unarmed attack.
Helmets Boots, gloves, Inserts.
Certain pieces of equipment provide extra Dr to one location, such as the head feet or hands. If an attack strikes, or is directed at one of these location the add on's Dr is applied to the attack. If a protective add on adds a AC bonus it is only against attacks directed at the location it covers. Which means it I only applied versus random location attacks, attacks that affect a specific location, or targeted attacks to the body location covered by the item.
Partial and total armor coverage:
Unless specified all armor is only partially covering. If a critical hit is rolled then by some freak of chance the attack bypasses the armor and strikes the character dead on, with no equipment based DR being applied.
Armor is bypassed on a critical threat, whether or not the attack is a confirmed critical If the threat is confirmed the damage is multiplied as normal but the target receives no equipment based Dr against it. This fact makes a confirmed critical hit even more deadly in most cases.
Bypassing armor:
To bypass Partial armor the attacker must
- 1) make a successful spot check to locate a weak spot in the armor. This is modified by range and has a DC of 10+ (equipment AC bonus granted by armor, I attacking a creature with a natural AC onus then the creatures Natural AC modifier is used.), obvious openings like no helmet, arm guards etc.. may not require a spot check, at the GMs discretion.
- 2) called shot to target. (see attacking Limbs and body parts for details on this) this attack is a full round action and decreases his initiative by -4
- 3) if the target is aware of someone targeting an exposed area he can force an opposed Reflex save to twist urn or duck throwing of the attackers aim. If he is successful he hot is spoiled and resolved as a normal attack. If he exceeds the attackers save by +5 pts the shot automatically misses. If he rolls a critical failure he has seriously blundered creating a critical hit opportunity for the attacker
If the above steps are followed and the attack is successful the attack strikes a soft spot in the armor. The attack is modified by ½ the normal DR or the DR of the targeted body location whichever is lower.
Note attacking a vehicle, robot or Mecha with partial armor is also possible, the check to locate the weak point in the armor has a DC equal to 10 plus any defense or AC bonus the vehicle, robot, or Mecha grants.
Damaging Armor
Each time an attack deals damage greater than the DR of a set of armor it must make a FORT save DC ( Damage that penetrated +8 ) if it fails it loses one point of AC and two Points Of DR.
if AC is reduced to zero the armor is broken, all maneuver penalties are doubled and the wearer is at -2 to his attacks until the armor is repaired or removed.
Armor Up Keep: If worn regularly armor requires frequent repair and maintenance to remain in functioning order. Each weak the armor is worn, or after each combat at Repair check DC 12 must be made. If this is not done then the armor loses 1 point AC. If this reduces it’ AC to Zero then the armor is broken.
WEAPONS:
Weapon are the primary means civilized species use to kill one another, and acquire things they want from people who don’t want to give them up. However weapons are also used to keep equally civilized creatures from killing and taking what they want regardless of objections. Occasionally an animal, monster, or ichor dripping monstrosity will get in on the killing and find itself on the receiving end of a weapon. And in a pinch a weapon can put food on the table or provide a warm fur or hide to keep you warm.
No matter what the purpose of a weapon they have a few thing in common. One they do damage, two they require some skill to use properly, and three they need care and maintenance whether being used or just hung over the mantle or tossed in a drawer next to the bed.
Weapons reliability Mechanical weapons, ( any weapon with movable parts, string, chains, or hinges etc..) are prone to malfunction at the most inconvenient times. on any dice roll that results in a natural one being rolled a weapon malfunctions, jams, the string slips, chains tangle, or some other minor mishap. this requires a full round action to correct
or a move action with a repair check DC 10( untrained) if the character has training in the weapon being used.
HOWEVER: if a weapons is unreliable,unstable, or poor manufacture the weapon may be subject to further problems in addition to jamming.
Weapons Upkeep: If used regularly weapons requires frequent repair and maintenance to remain in functioning order. Each time a weapon is used, DC 12 must be made. if it fails this save the weapons fumble range increases by 1 point,( from a natural 1 to a natural 1, or 2 for example) if a fumble occurs due to the poor condition of the weapon it is considered damaged, jammed, or other wise faulty, and must be repaired before it is used again.