Hardcore Fuzion:
Combat & Damage


Here are additional combat rules.

5.1 Combat

5.1.1 Random hit location
 
Location D10
Head 1
Left arm 2
Right arm 3
Chest 4-8
Left leg 9
Right leg 10

5.1.2 Autofire Rules
There are some modifications to Generic Fuzion Autofire rules inspired by Mark Chase's Atomik War plug-in.

Weapons with a ROF of 1 to 3 are considered like Single Shot weapons. Single Shot weapons can fire up to the weapon's ROF in one phase, making a separate skill roll for each. Each shot can be fired at a different target/ location. However, each subsequent shot is at an additional -1 Penalty for Medium and Hi Recoil weapons (ie -2 for the 3rd shot).  Autofire capable weapons (with a ROF of 4 or higher) that fire only 3 or less shots use the Single Shot rule.

Weapons firing at a ROF of 4 or higher can fire Burst or Full auto ROFs.

Burst fire is a a limited autofire attack of 3 shots at one target. Make an attack roll; if the defender fails his roll, he takes damage based on the Autofire Ratio of the game. A weapon can fire ROF/3 bursts in a single phase (it's why most of automatic weapons ROF are a multiple of 3). The first burst has no to-hit penalty. However, for Medium and Hi Recoil weapons, the second burst is at -2, and the third is at -3 to hit as the gun is bucking around.
If you were targeting a specific location with a Medium or Hi Recoil weapon, only the first round of the first Burst will hit the location, all others should be random.

In a Full Auto mode a weapon fires at his maximum ROF using Generic Fuzion Autofire Attacks (Sinlge Targets and Multiple Targets rules apply).
If you were targeting a specific location with a Medium or Hi Recoil weapon, only the first round  will hit the location, all others should be random.
Some automatic weapons can only fire in Full Auto mode like HMG, they are noted as F in the ROF's column.

Dodging bullets
Unless you want to play Jackie Chan in Space, characters can't dodge bullets. So when rolling for DV against ranged attacks don't add any appropriate Evade Skill (ie DV= DEX + 1d10), instead characters/ vehicles could use a Dodge Action to put a -3 penalty to the attacker's AV.

5.1.3 Injury severity
Lethal injuries are classified in five severity levels:

To check the severity level use this table.
 
Damage Dealt * Severity
1-3 Superficial
4-7 Minor
8-11 Major
12-15 Critical
16+ Fatal
*Damage is only what penetrated the armor, but before the damage modifier for hitting the location is counted.
 
 

5.2 Wound effects

Here are the different severity effect charts for lethal injuries. For each location count only the highest severity for effects and recovery time (a major and two minor injuries are counted only like a major one).

Arm damage
 
Severity Effect Recovery
Major Defender drops what's in hand. Cannot use arm until healed. 1 week
Critical Defender cannot use arm. 2 weeks
Fatal Arm permanently destroyed or severed. 1 month

Leg damage
 
Severity Effect Recovery
Minor Defender falls. Normal
Major Defender falls and cannot get up. Cannot use leg until healed. 1 week
Critical Defender falls.Cannot walk. 2 weeks
Fatal Leg permanently destroyed or severed. 1 month

Chest damage
 
Severity Effect Recovery
Major Defender falls. Bleeding. 1 week
Critical Defender falls and cannot get up. Bleeding. If 1d6 > CON the defender is unconscious. 2 weeks
Fatal Unconscious. Bleeding. 1 month

Head damage
 
Severity Effect Recovery
Minor If 1d6 > CON will be unconscious for 5 minutes. Normal
Major Unconscious for 1d10 hours. 2 weeks
Critical Coma for 1d6 weeks Coma time + 2 weeks
Fatal Death! None

 

5.3 Weapons

5.3.1 Recoil
It's the severity of the recoil.

Autofire penalties are doubled in low gravity environment for Medium Recoil weapons and quadrupled for Hi Recoil weapons.
To remain in control during a zero-G activity you must succeed an Everyday  Zero-G environ skill roll (DV of 12) with Medium Recoil or a Competent Zero-G environ skill roll (DV of 16) with Hi Recoil weapons. Add +1  to the DV for each subsequent shots fired.
Individuals who lose control may not make any action until they have reoriented themselves and regained control. They get
an Everyday Zero-G envrion skill roll each round.

5.3.2 Signature
It's the light and noise produced by the weapon. Here are the DV to Perception skill roll to spot a weapon's firing.
 
Signature DV
Low 16
Medium 12
Hi 8

The GM should modify this DV to account of other conditions (gunshot distance, in vaccuum gunshot couldn't be heard...).
 
 

5.4 Armors

5.4.1 Self-sealing armor
This kind of armor has the ability to automatically seal any breach preserving its wearer from hostile environment effects. Air pressurization is lost when the armor takes damage double of its KD. Non self-sealing armors lose air pressurization when a
hit passes through armor defense.

5.4.2 Layering armor
Wearing one type of armor over another one (including natural armor) doesn't provide extra protection. Only the highest KD or EKD will be used.
The GM will determine whether armor combinations are possible (you can't wear both a reflec suit and an armored suit).

5.4.3 Damaged armors
Each time a hit passes through an armor (ie damage is higher than armor's defense), the armor loses 1 KD (or 1 EKD based on the attack genre).
Sonic, stunner, taser and maser weapons doesn't affect armors.
Stun Damage doesn't affect armors.
 
 

5.5 Recovery

5.5.1 Surgery
To know how long a patient should be medically monitored, take the highest recovery time value. More severe damage often requires surgery operations with a Medecine practice skill roll. A medical operation is needed for each injured location.
 
Severity Operation
Major Everyday
Critical Competent
Fatal Competent

A failure roll means the recovery time is doubled. An unskilled failure (if the GM allows unskilled Medecine practice roll) means
also an inury worsening (the injury severity is rise by one level).
Recovery time is also based on the medical environment. Some high-tech wonders could cut by half the recovery time. TL 3-4 hospitals are treated as dispensaries for recovery time determination.
 
Rest (minor injury or less) 200 % Recovery time
Rest and first aid 150 % Recovery time
Dispensary 125 % Recovery time
Hospital 100 % Recovery time

5.5.2 Injury worsening
Superficial wounds needs to be cleaned and bandaged to avoid complications like infections (challenged Paramedic).
Minor wounds needs stitches and more elaborate bandaging (everyday Paramedic).
Major+ wounds needs surgery as seen higher.
Permanent wounds can only treated in some SF universes or by Magic if permitted (a cut leg couldn't regrowth by itself...).

With no treatment the injury will worsen of one level after a certain amount of time (called 'injury worsening period') and a failed roll against CON (1d6>CON):
 
Severity Injury worsening period
Critical 10 minutes (Automatic aggravation)
Major three days (rest)
one day (active)
Minor one week (rest)
three days (active)

There's a penalty of -3 to CON if the character was active during the day he made the roll (with a minimum of 1 for the modified CON). A character with a CON of 1 must rest if severely injured.

A dayly roll against CON should be made when the injury worsening period ends.

For example Thomas has a major leg wound, he doesn't take time to rest. After one day of activity he rolls against CON (with a penalty of -3 for activity), it's a success. The next day he decides to rest, but hasn't the skill to treat his injury, so he should make an another roll every day until his wound will be treated or his death...

5.5.3 Bleeding
Severe injuries often involve blood loss. A bleeding character will lose 1 Hit every Round until treated (an everyday First Aid is enough to stop it).
 



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