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Combat Resolution, Weapons & Equipment (OOC)

Posted by GMFor group 0
GM
GM, 1 post
Sat 16 May 2020
at 05:06
  • msg #1

Combat Resolution (OOC)

Melee and Ranged Weapon Hit Procedures

A standard combat round lasts for 6 seconds.

Melee Hit Procedure %

1: Basic Chance to hit equals one half of the character's Dexterity or Strength (whichever is greater), rounded up. This should already be figured on your character sheet as your MW score. ½ DEX or ½ STR.
2: Skill. Add 10% for each level of skill the character has with his attack. Per level of skill +10.
3: Weapon Modifier. If using a melee weapon, add the weapon modifier from the weapons table.  Weapon Modifier varies.
4: Helpless. If the defender isn't able to defend himself because he's unaware of the attacker or because he's stunned, the attacker gets a bonus of +20 to hit. Attacking from behind +20.  Attacking a Stunned foe +20.
5: Battle Rage*.  Attacker Battle Raged +20. (not available to humans)
6: Defender Encumbered. If the target is currently carrying more than half his carrying capacity, add 10.  Target Encumbered +10.
7: Encumbered. If the attacker is currently carrying more than half his carrying capacity, subtract 10.  Attacker Encumbered -10.
8: Wounds. If the attacker's current Stamina is reduced to half or less, subtract 10 due to injuries.  Attacker Wounded -10.
9: Defending.  Subtract 15 if the target is actively defending himself instead of attacking during this turn. Target Defending -15

As in ranged combat, any roll to hit of 01-02 knocks a character unconscious. In addition, an opponent is knocked out if he was hit with a blunt weapon (including bare hands) and the number that was rolled ended with a 0. For example, a character is attacking with a club. He can hit his opponent with a roll of 35 or less. A roll of 01-2, 10, 20 or 30 will knock the opponent unconscious. A character that is knocked out will stay unconscious for d100 turns.

Ranged Weapon Hit Procedure %

1: Basic Chance to hit equals one half of the firing character's Dexterity, rounded up. This should already be figured on your character sheet as your RW score. ½ DEX.
2: Skill adjustments. Add 10% for each level of skill the character has with that weapon.  Per skill level +10.
3: Range adjustments. This can be reduced by using a telescopic sight.
Point Blank +0    Short -10     Medium -20      Long -40       Extreme -80
4: Movement adjustments (all movement modifiers except 'stationary' can be applied to both the target and the attacker):
Stationary (target only) +10     Walking +0      Running -10      Dodging -20
If the target is a running animal, use these animal modifiers.
Medium -10         Fast -20       Very Fast -30
If the target (not the attacker) is a moving vehicle, subtract 10.  Target is moving vehicle -10. If the attacker is riding in a vehicle, subtract 10. If the vehicle is moving faster than 150 meters per turn, subtract 20. Attacker in Slow Vehicle -10. Attacker in Fast Vehicle -20.
5: Aiming. Add 15 if attacker is standing still and aiming carefully. Careful Aim +15.
6: Burst Fire. Add 20 if firing a burst (Gatling Guns). Firing a Burst +20.
7: Cover. Subtract cover modifiers.     Soft Cover -10      Hard Cover -20
8: Target Size.  Apply target size modifier.
Tiny -10       Small -5       Medium +0       Large +5       Giant +10
9: Wounds. Subtract 10 if attacker’s Stamina is reduced to half or less. Attacker Wounded -10.
10: Prone. Subtract 5 if target is lying prone. Target prone -5.
11: Wrong Hand. Subtract 10 if using wrong hand. Using wrong hand -10.
12: Two Weapons. Subtract 10 if attacker is firing two weapons. Firing two weapons -10.

Automatic Hits & Misfires
Regardless of all modifiers, if the target is within range a roll of 01%-05% is an automatic hit.
Regardless of all modifiers there is also a chance for any firearm to misfire, the chance of a misfire depends on the weapon being used.  Refer to the chart below.

Holstered and Slung Weapons. If a character's weapon is in a holster or slung over his shoulder, the character must subtract 3 from his Initiative modifier when rolling for initiative. If the character is rolling initiative for a group, the modifier applies to the entire group.

Wrestling. A character can try to grab an opponent and pin him down by twisting his arm, throwing a headlock, etc. Wrestling is resolved after movement but before other attacks. The attacker can not use a weapon when wrestling. If the attack succeeds, the character can maintain his hold automatically each turn, and automatically inflict points of damage equal to his punching score each turn. A character can release a hold whenever he wants. The character who was pinned can not do anything  except try to break out of the hold. To do this he must wrestle his opponent; a successful roll means the character; has twisted free, but has not grabbed his opponent.

Only one wrestling attempt can be made per turn.

Hitting a Pinned Opponent. A character who is being held can be hit by up to two other characters automatically each turn.

Disarming. A character who tries to force his opponent to drop a weapon must make a roll to hit with a -20 modifier. If the attack succeeds, the opponent drops the weapon but does not take any damage. Either character can try to pick up the weapon; doing so requires a d100 roll that is equal to or less than the character's Dexterity score.

Defending. A character who does not attack can defend himself. The player simply declares that he is defending himself, and anyone trying to hit, grapple or disarm him automatically has a -15 modifier on his chance to hit.
This message was last edited by the GM at 03:02, Tue 20 Feb.
GM
GM, 2 posts
Sat 16 May 2020
at 05:06
  • msg #2

Combat Resolution (OOC)

Melee Weapons
WeaponDamage'to hit' ModifierMassCost
Axe2d10+51TBA
Bottle/Mug1d501TBA
Brass Knuckles1d500TBA
Chain/Whip1d10-51TBA
Chair1d10-153TBA
Club1d10-51TBA
Knife1d10+50$1
Mace2d10+51TBA
Pitchfork2d10-103TBA
Pistol Butt1d5-100TBA
Rifle Butt1d10-50TBA
Spear2d10+151TBA
Bayonet2d10+101TBA
Sword3d10+102TBA

Ranged Weapons
WeaponDamageAmmoRatePB(0)Short(-10)Medium(-20)Long(-40)Extreme(-80)MassCostNotes
Axe2d10110-56-1011-1516-2021-251$1 
Short Bow2d10110-1516-3536-6061-100101-1501  
Long Bow2d10110-2526-5051-9091-150151-2202  
Light Cross Bow2d1011/20-2021-4041-7576-120121-1801  
Knife1d10110-56-1011-1516-2021-251$1 
Spear2d10110-56-1011-2021-3031-502  
Derringer11d10110-23-67-1213-20-.5$5Single Shot
Derringer21d10210-23-67-1213-20-.5$15Double Shot Avail 1870
Pistol2d10630-89-2021-4041-8081-1201  
Cap & Ball Revolver, Navy Colt2d10630-67-1415-2425-5253-801$20 
Single Action Revolver, Army Colt2d10630-89-2021-4041-8081-1201$30Avail 1869
Double Action Revolver2d10630-89-2021-4041-8081-1201$28Avail 1869
Fast Draw Revolver2d10630-89-2021-4041-8081-1201$40Avail 1869
Long Barrel Revolver2d10630-1213-2425-5051-9091-1501$35Avail 1870
Shotgun13d10110-1516-2526-4041-75-3$20Single Barrel
Shotgun23d10210-1516-2526-4041-75-3$30Double Barrel
Smooth bore Musket2d101per 20-89-2021-4041-8081-1203$12 
Carbine3d10710-3031-6061-120121-250251-4003$20 
Carbine, Muzzle loading3d1011/20-3031-6061-120121-250251-4003$15 
Carbine, Breech loading3d10930-3031-6061-120121-250251-4003$38 
Carbine, Lever Action3d101230-3031-6061-120121-250251-4003$48Avail 1872
Rifle3d10710-5051-100101-200201-500501-8004$25 
Rifle, Muzzle loading3d101per 20-5051-100101-200201-500501-8004$20Mississippi M1841 rifled musket
Rifle, Breech loading3d10930-5051-100101-200201-500501-8004$40 
Rifle, Lever Action3d101530-5051-100101-200201-500501-8004$50Avail 1872
Buffalo Rifle4d101per 20-6061-120121-240240-600600-10004$30 
Gatling Gun3d10400200-5051-100101-200201-500-N/Aspecial 
Artillery, canister8d1011/30-3031-6061-120121-250251-400N/Aspecial 
Artillery, 12lb solid shot10d1011/30-100101-250251-500501-900901-1500N/Aspecial 

This message was last edited by the GM at 12:11, Tue 30 Mar 2021.
GM
GM, 3 posts
Sat 16 May 2020
at 05:07
  • msg #3

Equipment

ItemCostMassItemCostMassItemCostEncumbrance
Hat$2N/ABrush, comb, mirror$32lbsPoor Horse$20N/A
Shirt$1N/AStraight razor$1.25-Fair Horse$50N/A
Vest$1N/AWatch, pocket with chain$4-Good Horse$100N/A
Trousers$2N/ASlicker$44.5lbsExcellent Horse$150N/A
Socks.25c pairN/AMatches, safety$0.10box (240)Mule$20Max Enc.90K Move 20-25K/day
Boots$10N/APocket knife$0.50-Oxen$25Max Enc.90K Move 16-19K/day
Chaps$5N/AOil Lamp$1.502Buggy$40N/A
Spurs$7N/ALamp Oil, 1 gal$0.104Buckboard$35N/A
Gloves$2N/ACompass$20Saddle, Bridle & Pads$4020lbs
Mess Kit$2.5Telescope$30.5Saddle Bags$510lbs
Canteen$1.5Field Glasses x5$15.5Blacksmith Tool Set45$15
Bed Roll$44Field Glasses x10$25.5Anvil36$15
Survival Rations$1.5/day0Rope$0.05/meter0   
Holster & Gun belt$50      
Rifle Sheath$40      
Ammunition$2/1001      
Shotgun loads$2/251      
Black Powder$5/12.5lb keg5      
Cartridge Box$0.500      
Gun Cleaning Kit$1.50.5      

Food & Entertainment
Food & DrinkMassPriceEntertainmentMassPriceMedicalMassPrice
Coffee.5$0.30/lbBible1$5Doctors Bag & Instruments7$25
Bacon.5$0.20/lbBook, hardcover.5$0.75Ether, anesthetic0$0.25/dose
Oatmeal, sack20$4Book, paperback.1$0.10Eyeglasses0$2
Beef.5$0.07/lbHarmonica0$0.50Laudanum(4oz)0$0.35
Dried Beef Jerky.5$0.20/lbAccordion5$5Quinine(4oz)0$0.50
Flour.5$0.04/lbBanjo5.5$12.50Veterinary Bag & Instruments10$22
Root Beer1$0.10/bottleGuitar4.5$8.20   
Whiskey, bottle1$2.00Concertina3$8   
Whiskey, shot0$0.10Fiddle2$3   
Beer, small keg5$2Trumpet/Cornet2$11   
Beer0$0.05/glassGramophone8$25   
Tobacco0$0.10/bagGramophone record0$0.25   
Cheap Meal0$0.25Piano, upright360$100   
Tea (6oz tin)0$0.5Deck of Cards0$0.17   
Sugar.5$0.10Dice0$0.25   

This message was last edited by the GM at 04:06, Sun 11 Feb.
GM
GM, 6 posts
Sat 16 May 2020
at 07:57
  • msg #4

Combat Resolution (OOC)

Movement

RaceWalk/TurnTrotting/TurnRun/TurnTravel/Hour
Human10mN/A30m5km
Horse12m20m40m6.5km


Vehicle#HorsesWalkTrotGallopStrategic
Mule060'--12-15 Miles/day
Oxen060'--10-12 Miles/day
Buckboard160'140'240'4miles/hour
Wagon260'120'200'4miles/hour
Stagecoach4-860'140'280'4miles/hour
Freight Wagon4+50'100'180'4miles/hour
Train0420'/turnAcl/Dcl 60'/turn  

Climbing. A character can climb a rope at a rate of 2 meters/turn. The character must make a strength check with +30 modifier at the halfway point of the climb and at the top. A roll of 96-00 is automatic failure. Failing the roll means the character falls.

A character can climb a vertical surface at a rate of 1 meter/turn, if there are handholds and footholds on the wall. He must make a Dexterity check with a +30 modifier at the halfway point of the climb and at the top. A roll of 96-00 is automatic failure. Failing the roll means the character falls. These rolls are not necessary if the surface the character is climbing slopes less than 60 degrees.
This message was last edited by the GM at 12:29, Wed 26 May 2021.
GM
GM, 644 posts
Tue 9 Jan 2024
at 10:31
  • msg #5

Combat Resolution (OOC)

Medicine in The Lost Regiment

Now that we have had our first player injury I have been revising the medical Skill and healing across the board for this game.  As this is not a world with magic or technology I need to modify the current rules (which are based on Star Frontiers) to reflect the technology of the period but still try to make it 'playable'.  So I am borrowing from several different systems, Boot Hill, Star Frontiers and even D&D to try and come up with something plausible which we will run with for now and review at a later date.

In D&D they talk about Hit Points being part physical, part luck, part stamina etc so we will start with that basic concept.

Natural healing in this medieval society is not great, 1 point recovered every 2 days of rest.

A successful First Aid from a 'modern' practitioner will give back 10 points and increase natural healing to 1 point per day of rest.

For more serious wounds a successful Minor Surgery check will result in an extra 10 points recovered at the end of each week of rest (plus the normal 1 point per day) for 2 weeks.

For more critical injuries a successful Major Surgery check will result in an extra 10 points per week recovered at the end of each week of rest (plus the normal 1 point per day) for 5 weeks.

Under certain conditions patients may also be required to seek treatment for infections as well.

So that is where we stand at the moment, should there be any changes in the future I will let you know.

First Aid Skill:

I have been revising and tweaking a number of skills and decided to make the First Aid sub-skill of the Medical skill available as a separate skill.  First Aid is still included as part of the suite of medical skills however it can now also be learned as a separate sub skill for all PSA's.  If you have the Science PSA it only costs 1 X Point.  For all other PSA's it cost 2 X Points and is only a 1 level skill, you do not need to upgrade once you have it.  Bear in mind you will still need some equipment to use the skill, bandages, splints, needle and thread etc

Hit Location
For any occasion that requires determination of where a wound is inflicted, use the table below.

Wound Chart
Dice RollLocation
01-10Left Leg
11-20Right Leg
21-25Left Arm/Hand
26-30Right Arm/Hand
31-40Left Shoulder
41-50Right Shoulder
51-70Abdomen/Groin
71-85Chest
86-00Head

This message was last edited by the GM at 07:41, Thu 25 Jan.
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