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08:07, 28th April 2024 (GMT+0)

Combat Resolution (OOC)

Posted by CaptainHellrazorFor group 0
CaptainHellrazor
GM, 7 posts
Wed 3 Jun 2020
at 07:12
  • msg #1

Combat Resolution (OOC)

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. If attacker is a Yazirian and he is in his battle raging state, add +20. Attacker Battle Raged +20.

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. 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.
This message was last edited by the GM at 15:54, Tue 01 Mar 2022.
CaptainHellrazor
GM, 65 posts
Sat 20 Jun 2020
at 17:27
  • msg #2

Combat Resolution (OOC)

Melee Weapons Table

Melee Weapons
WeaponDamageModifierDefencePowerSEU useCost(Cr)Mass(kg)
Axe2d10+5%Inertia--151
Bottle/Mug1d50Inertia---1
Brass Knuckles1d100Inertia--101
Chain/Whip1d10-5%Inertia--201
Chair1d10-15%Inertia--1-
Club1d10-5%Inertia----
Electric Sword4d10 or stun+10%Gauss/A-S20SEU clip2/hit1502
Knife1d10+5%Inertia--10-
Nightstick2d10+5%Inertia--201
Pistol Butt1d10-10%Inertia----
Polearm4d10-10%Inertia--404
Rifle Butt2d10-5%Inertia----
Shock Gloves2d100Gauss/A-Spower pack2/hit-50
Sonic Knife3d10+10%Sonic20SEU clip1/hit501
Sonic Sword5d10+15%Sonic20SEU clip2/hit3001
Spear2d10+15%Inertia---1
Spray Hypospecial-20%STA check--101
Stunstick3d10 or stun+5%Gauss/A-S20SEU clip2/hit751
Sword3d10+10%Inertia--302
Vibroknife2d10+5%Inertia20SEU clip1/hit251

This message was last edited by the GM at 14:48, Fri 07 May 2021.
CaptainHellrazor
GM, 66 posts
Sat 20 Jun 2020
at 17:28
  • msg #3

Combat Resolution (OOC)

WEAPONS
WeaponDamageAmmoSEURateDefencePBShortMediumLongExtremeCostMass(kg)
Beam Weapons            
Electrostunner4d10 or stun20SEU clip21Gauss/A-S515---5001
Laser Pistol1d10 per SEU20SEU clip1-102Albedo520501002006001
Laser Rifle1d10 per SEU20SEU clip1-202Albedo10401002004008003
Sonic Disruptor6d10/4d10/2d10/1d1020SEU clip41Sonic2102040-7004
Sonic Stunnerstun20SEU clip21Sonic/AS3102030505001
Heavy Laser1d10 per SEU100SEU pack5-201Albedo-0-1005001km2km6,00020
Sonic Devastator20d10/15d10/10d10/5d10100SEU pack101Sonic52550100-5,00015
Projectile Weapons            
Automatic Pistol1d10/5d1020rounds-3(1)Inertia51530601502002
Automatic Rifle1d10/5d1020rounds-3(1)Inertia10401001503003004
Needler Pistol2d10/1d10+sleep10shots-3Inertia51020401002001
Needler Rifle3d10/1d10+sleep10shots-3Inertia102040751504003
Machine Gun10d1010bursts-1Inertia-702005001km2,00020
Recoiless Rifle12d101shell-1/2Inertia-1501km2km3km14,00020
Gyrojet Weapons            
Gyrojet Pistol2d1010rounds-3Inertia-5501001502001
Gyrojet Rifle3d1010rounds-3Inertia-5751503003004
Grenade Rifleas grenade1bullet-1/2RS check-25501002007004
Grenade Mortaras grenade1shell-1/2RS check-2005001km2km2,00015
Rocket Launcher15d101rocket-1/2Inertia-702005001km5,00015
Grenades            
Doze Grenadesleep--1STA check51015255010.1
Fragmentation Grenade8d10--1RS check51015255020.1
Incendiary Grenade4d10+1d10x3--1RS check51015255020.1
Poison GrenadeS5/T10--1STA check51015255030.1
Smoke Grenade-10 to hit--1IR51015255010.1
Tangler Grenadeentanglement1-1RS check51015255025.1
Archaic Weapons            
Axe2d10--1Inertia510152025151
Bow1d10arrows-1Inertia10307515030050-
Knife1d10--1Inertia51015202510-
Musket1d101shot-1Inertia51540701001002
Spear2d10--1Inertia510203040201

This message was last edited by the GM at 14:49, Fri 07 May 2021.
CaptainHellrazor
GM, 835 posts
Sun 3 Jul 2022
at 14:53
  • msg #4

Combat Resolution (OOC)

Structural Damage

The amount of damage caused by ranged weapons when they are used against doors, walls or other structures is shown below.

WeaponStructural Damage
Automatic rifle/pistol5points per shot
Gyrojet rifle/pistol10points per shot
Laser rifle/pistol5points per SEU
Needler rifle/pistolno damage
Fragmentation grenade15points (30 if placed instead of thrown)

The structural points of various doors, walls and vehicles are shown on the table below.

STRUCTURAL POINTS
25+d1050+2d10100+d100200+2d100
Heavy DoorFortified DoorSafeVault
Interior WallExterior WallFortified WallArmored Vehicle
 Light VehicleHeavy Vehicle 

CaptainHellrazor
GM, 870 posts
Sat 27 Aug 2022
at 13:01
  • msg #5

Combat Resolution (OOC)

MOVEMENT TABLE
RACEWalk/TurnRun/TurnPer Hour
Dralasite5m20m3km
Human10m30m5km
Vrusk15m35m6km
Yazirian10m30m4km

Endurance
A character can run at top speed for a number of minutes equal to his Strength score divided by 10, rounded up. The character then must rest for 10 minutes before running again. If characters walk for more than 10 hours, they move at half speed and their Dexterity scores and Reaction Speeds are reduced by half until they sleep.

Encumbrance
There is a limit to how much weight a character can carry. This limit is equal to the character's Strength score, in kilograms. If the weight a character is carrying is more than half of his Strength score, he is encumbered. The movement rate of an encumbered character is cut in half in all terrain. A character can pick up an object that weighs up to twice his Strength in kg, but can carry it only a few meters.

Stacking
A character can stand in a space 1 meter square. This means a map square that is 5 meters across can hold up to 25 characters. If the characters are fighting, however, only eight can be in a 5-meter square and only two can be in a 2-meter square. Only two characters can shoot out one side of a 5-meter square, only one can shoot out one side of a 2-meter square.

Wounds
A character whose current Stamina is one-half or less of his full Stamina can move at only half speed, and his carrying capacity is cut in half.

Mixed Parties
A party that contains a mixture of races can travel 5km/hour if it does not include Yazirians, 4 km/hour if it does. (Because of their high Stamina. Dralasites can keep up if they must.)
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