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08:24, 5th May 2024 (GMT+0)

Combat Rules.

Posted by MarshalFor group 0
Marshal
GM, 2 posts
keeper of gonzo secrets;
judge of the wasted west.
Thu 1 Sep 2022
at 01:46
  • msg #1

Combat Rules

You get a lot of options for combat in this here game. Also take note of the procedure for duels, which is in settings rules!

Aim: Ignore up to 4 points of Range, Cover, Called Shot, or Scale penalties OR add +2 to your first ranged attack. You have to remain still, though, and if you don't use it the bonus is lost.

Area of Effect attacks: i'll add this later

Breaking things: Just beat the object's Hardness rating, and it breaks. Easy.

Called Shots: Limb -2 (may disarm); hand -4 (may disarm); Head/Vitals -4 (+4 damage). Unarmored area: -? (damage ignores Armor).

Cover: Light -2; Medium -4; Heavy -6; Near Total -8.

Defend: +4 Parry; then you can't do other things.

Disarm: First, hit; if target is shaken or wounded, they roll Strength -2 or drop weapon. Can sometimes break weapons.

Firing into melee: i'll add this later, too

Ganging Up: +1 Fighting per additional attacker, maximum of +4.

Grappling: Opposed Athletics roll or become Entangled, or Bound with a raise. Can substitute Strength -2.

Improvised weapons: Light (range 3/6/12) str+d4; Medium (range 2/4/8) str+d6; Heavy (range 1/2/4) str+d8, minimum Str d8, might be unbalanced.

Multiple actions: All actions must be declared before rolling, because 2 actions are made at -2 each, and 3 actions are made at -4 each. You cannot take 4 actions, but if you could, they would all be at -6.

Non-lethal damage: Blunt weapons can inflict non-lethal damage; edged weapons are at -1 Fighting for non-lethal damage.

Off-hand attacks: -2. There are edges to help, though.

Push: Opposed Strength rolls, 1" push on success, 2" with raise; +2" if attacker has a running start. Attacker/Defender can use Athletics instead. Add Parry to Strength rolls when using a shield.

Ranged weapon in melee: single-handed weapon only, target number is target's parry. If attacking non-adjacent target, become Vulnerable.

Readying weapons: switch around 2 weapons as a free action; if difficult to get to (e.g., in backpack under scrolls), roll Agility to grab.

Reload: This is an action, for guns at least. -2 to reload and run.

Support: Help ally with any skill, success adds +1, raise adds +2. Snake eyes subtracts -2. Maximum of +4.

There are also a lot of States your character can be in, all of which are described fully from pages 98-104 of SWADE:

Bound: The character cannot move and is both Distracted and Vulnerable. They can only roll Athletics (or Strength -2) and become entangled on a success, or escape on a raise.

Distracted: The character takes a -2 to all actions until the end of their next turn.

Entangled: The character can't move, and they're Distracted. They can take an action to roll Athletics (or Strength -2) to break free.

Fatigue: As per the normal rules, the character can be Fatigued (-1 to all actions) or Exhausted (-2 to all actions). This usually improves by one level every hour. If a character takes more fatigue than this, they become incapacitated.

Prone: -2 Parry, -2 Fighting, -4 to be hit from range 3"+, -4 damage from Area of Effect attacks, doubled Pace cost, 2" of Pace to stand back up.

Shaken: Can only perform free actions (including normal movement). Each turn, make a free Spirit roll to recover at the start of the turn.

Stunned: Can't move or take actions, is prone, attacks get The Drop. Each turn, make a Vigor roll to recover: recover on a success, but become Distracted and Vulnerable.

The Drop: The deadliest spot to be in in the game. If I tell you you've got The Drop, it's good news. If I tell you they've got The Drop, consider preemptively rerolling your character. Characters affected by The Drop are at a +4 to be hit and a +4 to damage suffered. If the character is also Shaken or Wounded, they have to roll Vigor (-2 if called shot to the head) to remain conscious. [For those wondering, a -2 called shot to the head comes out to a +2 bonus to hit when your target is affected by The Drop.]

Vulnerable: +2 to every roll against them until the end of their next turn.

I'll also throw down the options for Bennies here:

1.) Reroll a trait (except for Snake Eyes, i.e., two results of 1 on the same roll)

2.) Unshake yourself in combat

3.) Soak wounds

4.) Draw a new action card

5.) Reroll a damage roll

6.) Regain Power Points (five power points, specifically)

7.) Influence the story. For this, I'd like you to PM me with your suggestion, and we'll see if it's workable. For a laugh, suggest something overwhelmingly negative, and I'll approve it for free. :)
This message was last updated by the GM at 10:25, Fri 02 Sept 2022.
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