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 05:57, Mon 02 Oct 2023.