Basic combat rules use some attributes ( that I suggest to include in your
game) :
Sta (Stamina), Str (Strength), Dex (Dexterity), Initiative, Resistance and
Injury bonus.
Combat are divided in rounds, a round is 6 seconds.
This phase decides who will act the first during combats.In this step
the suggested secondary attribute Initiative is used.
Each character involved in the combat must roll 1D6+Initiative.The
character with the higher score will act the first.If several characters
have the same initiative roll score they act simultaneously.
There are modifiers for initiative rolls:
Surprised | -5 |
---|---|
Unprepared | -5 |
Impairements | malus/2 |
At the ground | -2 |
Weapon initiative | variable |
Impairements are the sum of all the physical malus (Injury,Fatigue*
and Encumbrance*).
* see Hardcore rules
Hand to hand combats are organised in 4 steps:
For an attack to be successfull the attacker must roll lower or equal
than the level of the appropriate skill.
Here are modifiers for hand to hand attacks :
Attacker is above Defender | +5 |
---|---|
Attacker is at the ground | -5 |
Defender is flanked | +5 |
Attacker is behind Defender | +10 |
Defender is immobilised | +15 |
Attacker in advantageous position* | +5 |
Defender in advantageous position* | -5 |
Bad hand | -5 |
Impairements | variable |
Weapon attack bonus | variable |
Similarly for a defense to be successfull the attacker must roll lower
or equal than the level of the appropriate skill.
To successfully defend against a critical success, the defender should get
a critical success too.
The skill level for a parry is modified by the Weapon parry bonus.
Ranged combats are divided in 3 steps:
The roll to hit depends upon the distance to the target,whether it is
moving and the level of the appropriate skill.
For an attack to be successfull the attacker must roll lower or equal than
the level of the appropriate skill.
The attacker must choose a location before firing.
Here are the modifiers for range combats:
Long range | -10 |
---|---|
Medium range | -5 |
Firing while in movement | -5/-10 |
Firing with only one hand with a two hands weapon | -5 |
In melee | -5 |
Target stationary | +5 |
Zone fire* | -5 |
Target in movement | 0/-10 |
Poor visibility | -5/-10 |
Stable position | +5 |
Aim firing* | +5/+10 |
Target size | variable |
Bad hand | -5 |
Location malus | variable |
When a hit is achieved the defender rolls 2D6 to determine whether the hit penetrates the armor.The penetration roll must be equal or higher than the Penetration value.In ranged combat don't count Injury Bonus unless it's a throwing weapon..
Penetration roll=2D6+(Injury Bonus)+Weapon penetration
Armor | 0 | 1 | 2 | 3 | 4 | 5 | 6 | +1 |
---|---|---|---|---|---|---|---|---|
Penetration value | 0 | 7 | 9 | 11 | 13 | 15 | 17 | +2 |
When a hit penetrates the defender rolls 2D6 to determine the level of injury.In ranged combat don't count Injury Bonus unless it's a throwing weapon..
Damage roll=2D6+(Injury Bonus)+Weapon damage-Armor-Resistance
Damage roll | Injury level | Injury impairement |
---|---|---|
1-4 | Superficial | -1 |
5-7 | Minor | -2 |
8-9 | Major | -3 |
10-11 | Critical | -4 |
12+ | Fatal | -5 |
Injury impairements are the malus to actions due to injuries.
Count only the highest impairement for each location.
Each injury impairement is a loss of Hit Points,for injuries to the
body or head the loss of Hit Points is doubled.
When Hit Points are reduced to 0 you are incounscious,when you lost
the double of your maximum Hit Points you die of bleeding.
There are two kinds of injuries,lethal and non-lethal.Lethal injuries
are more difficult to heal.
Sometimes injuries are called 'combinaison',in these cases the lethality
of the injury is according to the injury level:
Combinaison= non-lethal | if superficial or minor wound |
lethal | if major or more |
Weapon Type | Injury |
---|---|
Blade | Lethal |
Contending | Combinaison |
Lash | Non-lethal |
Shafted | Lethal |
Unarmed | Non-lethal |
On a critical success there are a bonus of +2 to the penetration roll and a bonus of +1 to the damage roll.
Wounds effects are different according to the location hit.
When hit,roll for the location with a d20:
dice | Localisation |
---|---|
1 | left leg |
2 | right leg |
3-12 | body |
13-14 | other arm |
15-18 | weapon arm |
19-20 | head |
The GM should change the table if the character is not humanlike.
Sometimes an attacker may aim a specific location,here are the penalty
to the attack for each location:
Location | Penalty |
---|---|
Leg | -5 |
Body | 0 |
Arm | -5 |
Head | -6 |
Ranged combat are always aimed,here are the attack modifiers:
Location | Penalty |
---|---|
Leg | -4 |
Body | 0 |
Arm | -8 |
Head | -6 |
Even if a blow doesn't penetrate armor,the force of a blow may hurt
the defender.
For a non rigid armor,make a damage roll and decrease by a level the
injury (ie a major wound becomes a minor wound).It's a non-lethal
injury.
For a rigid armor,make a damage roll.If it would have been a minor wound,
then the defender will have a penalty of -3 for the next initiative roll.
If it would have been a major or a more severe wound the defender falls
and will drop what's in hand if his arm is hit.In no case is the defender
actually injured by these rolls.
Inertial armors act like rigid armors when hit by a fast projectile
(something with a velocity of more than 200 m/sec like a bullet) and
like non rigid armors in other cases (arrows,sword hit,energy weapons...).
Recovery time for an injury to decrease of one level:
Injury | lethal | non-lethal |
---|---|---|
superficial | 2d6 hours | d6 hours |
minor | 2d6 days | d6 days |
major | d6/2 months (round up) | d6+1 weeks |
critical | d6+1 months | d6/2 months (round up) |
Rest (minor injury or less) | 125 % Recovery time |
Rest and first aid | 100 % Recovery time |
Dispensary | 70 % Recovery time |
Hospital | 50 % Recovery time |
Hit Points recovery=Stamina-9 (minimum=1) for every day of rest.
The injury will be decreased of one level when the Recovery time
is finished.
Remember that when injury decrease,impairments decrease too.
Superficial wounds needs to be cleaned and bandaged to avoid
complications like infections.
Minor wounds needs stitches and more elaborate bandaging.
Major and Critical wounds needs surgery.
Fatal wounds can only treated in some SF universes or by Magic if
permitted.
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 Stamina:
Critical | 10 minutes (Automatic aggravation) |
Major | one week ( rest and non lethal wounds) three days (rest and lethal wounds) one day (active) |
Minor | two weeks (rest and non lethal wounds) one week (rest and lethal wounds) three days (active) |
There's a penalty of -5 to the Stamina if the character was active during the day he made the roll.
For Minor+ injuries a dayly roll against Stamina 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 Stamina (with a penalty of
-5 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...
Jan,a jewel thief,is surprised by a patrol guard during a night work. Here are their characteristics and equipment:
Travis surprises Jan,so for the first round Jan gets a -5 penalty to
his initiative roll.Jan on a d6 rolls 2,his total initiative is
11(initiative score)-5(surprise penalty)+0(weapon initiative)+2(roll
on a d6)=8.
Travis rolls 3 on the d6,his total initiative is 9+0+3=12.
Travis has the initiative so he strikes first.
Travis swings his sword in order to hit his opponent.His Blades skill
level is 12 with no modifier.He rolls 14 so he misses Jan.It's Jan's
attack turn.Jan rolls 10 (equal or less than his Blades skill),it's
a hit! Travis can parry it if he rolls less than 12(Blades skill)-4
(weapon parry score)=8.Travis rolls 15 so he's hit.Now we see the
location,the location roll is 16,it's the weapon arm.There's no
protection on the arms,so Travis is hurt! The damage roll is 7(2d6)+0
(injury bonus)-1(weapon damage)-0(armor)-1(resistance)=5.It's a minor
wound.Travis makes a successfull Strength roll (he rolled 11),he doesn't
drop his weapon.But now his impairments are -2 (it's the penalty for
all future actions)!
Second round:Jan rolls 1 for the initiative roll,it's total initiative
is 11+1=12.Travis rolls 3,it's total initiative is 9+3-1(impairment
malus/2)=11.Jan wins the initiative.He decides to aim his opponent's
body (no malus).He rolls 2,it's less or equal than its Blades skill-11,
so it's a critical success.Jan gets a bonus of +2 to the penetration
roll and a bonus of +1 to the damage roll.
On the penetration roll,Jan gets 7(2d6)+0(injury bonus)-1(weapon
penetration)+2(critical success)=8.The sword penetrates the leather
(roll of 7 or more for an armor value of 1)!The damage roll is 9(2d6)
+0(injury bonus)-1(weapon damage)-1(armor)-1(resistance)+1(critical
success)=7.It's a minor body wound.Travis stunned by the hit can't
attack this round.His impairments are at -4 now.
Third round:Jan gets an initiative of 14 and Travis an initiative of 10. So Jan still wins the initiative.He rolls 8 on his attack roll,Travis fails his parry roll.Travis is hit for the third time.The location roll is 2,it's the right leg.There's no protection on the legs,so there's no need of a penetration roll.The damage roll is 9,it's a major wound! Travis falls at the ground and cannot get up.Jan seeing his opponent out of combat can easily flee ...