House Rules, Conflict Resolution
various rulesAutomatic Weapons- When using an automatic weapon, declare the number of rounds to use before firing.
- Automatic weapons get +1 to hit per round fired, with an additional +5 on the first round only.
- The first round gets +2 damage, every round subtracts the number of rounds from the damage done with results of 0 or less indicating the round missed and may have went past the target to strike another target.
- i.e. Using an automatic energy rifle, firing a five round burst. Five rolls to hit, the first roll to hit is +10 and the next four rolls are at +5. If the first round hits, it rolls 1d12 - 3 for damage. Any round after the first that hits rolls 1d12 - 5 for damage. Any round that rolls less than one damage may travel beyond the target and strike a secondary target.
- melee
Weapon: | To Hit Modifier: | Damage Caused: |
---|
Bare Hands | | HTH |
Knife/Dagger | +1 | HTH + 1d2 |
Club/Bludgeon | +2 | HTH + 1d4 |
Sword | +2 | HTH + 1d6 |
Big Club | +3 | HTH + 1d6 |
Hand Axe/Hatchet | +1 | HTH + 1d6 |
Battleaxe | +1 | HTH + 1d8 |
Spear | +3 | HTH + 1d4 |
Shock Stick | +2 | HTH, Lightning Control carrier 1d8 |
Plasma Blade | +2 | 3 pts damage, Power Blast carrier 5d4 |
Carrier attacks are resolved if the primary attack successfully strikes the target; the carrier attack does not receive bonuses to hit or damage.
- ranged
Weapon: | To Hit Modifier: | Damage Caused: | Range: |
---|
Knife/Dagger | +2 | HTH + 1d2 + 2 | A |
Hand Axe/Hatchet | +1 | HTH + 1d6 + 2 | A/2 |
Spear | +1 | HTH + 1D4 | A |
Boomerang (W/O return) | +2 | HTH + 1 | A(AX2) |
Bolas | +3 | HTH + 1d3 | A |
Bow | +4 | HTH + 1 | A X 3 |
Crossbow | +5 | HTH + 1d3 | A X 4 |
- technological ranged weapons
Weapon: | To Hit Modifier: | Damage: | Range: |
---|
Pistol | +3 | 1d8 | A X 6 |
Rifle | +4 | 1d1O | A X 10 |
Energy Pistol | +2 | 1d10 | A X 3 |
Energy Rifle | +3 | 1d12 | A X 5 |
Shotgun | +2 | 2d6 | A |
This message was last edited by the GM at 04:17, Mon 11 Apr 2022.