2.0Game Mechanics.

 

The following are the "nuts and bolts" of how the game is to work.

 

2.1 Skill Checks.

 

There are two types of skill checks in Badlands, the Contested, and Solitary rolls.

 

Contested rolls are when two characters are actively struggling against each other to win. An example would be if two people were gambling against one another. The check is made by rolling 1d20 + Attribute + Skill Bonus, the highest roll wins.

 

A Solitary roll is when a character is attempting a skill against an inanimate object, or a force of nature. The check is made by rolling 1d20 + Attribute + Skill Bonus, and meeting or exceeding a target number. The higher the target number the harder the task.

 

 

 

2.2 Saving Throws.

 

Saving throws is the simplest rule in the mechanics section. Simply speaking a "Save" is when the player tries to roll less than or equal to the characters attribute with a 1d20. By succeeding the character will avoid a particular nasty event, or at least reduce the effect. The attribute that is rolled against to perform the Save is determined by the type of thing you are trying to avoid. The difficulty of avoiding the event is determined by the modifier after the attribute in the save listing. Two save listing follow.

 

1.) Save vs. Heat Stroke:CON to avoid damage.

2.) Save vs. Explosion:AGL-2 to half damage.

 

In the first example rolling against CON, if the character had a CON of 12 then rolling a 12 or less on a 1d20 would indicate that the character will receive no damage from heat stroke.

In the second example rolling against AGL-2 would indicate that this save is more difficult that the first one. The player would have to roll as if he/she were saving against an attribute 2 less than it really is. For example if the character had a 15 in AGL the player would have to roll a 13 or less to succeed, and if successful the character would receive half damage from the explosion.

 

There is also a little used Contested Save, that is used when two characters engage in a physical or mental struggle where skills are not applicable. A contested save would involve both parties rolling 1d20 and adding the applicable attribute. Highest roll wins. An example would be arm wrestling.

 

 

 

2.3 Combat Mechanics.

 

The following is how to do all the things that section 2.4 will tell you to do.

 

2.3.0 Actions.

 

Actions are what allows your character to achieve things during a combat round. actions come in three different types:

 

Attack Action: Attack actions allow you to make hand to hand attacks or shoot a firearm. You may make as many hand combat actions as your brawling score allows. Firearms attacks can be either single shots equal to the weapon's SA value plus any skill values, or a burst equal to the weapons SF or FA value. Importantly for Medics, attacks can be traded for free actions. I'm sure every one will need to use that eventually.

Movement Action: Move actions allow the character to move a number of yards equal to his/her MOVE value. Alternately this action can allow the character to take cover, duck, or go prone.

Free Action: "Free" actions allow you to do things that are not covered under the other two action types. These actions include pulling a weapon from it's holster, reloading a weapon, opening a door, operate an elevator, indeed any type of action can be achieved with free actions, as long as you do not move more than 1 yard, or attack. Free actions can also be used to take cover and go prone as well.

 

2.3.1 Initiative.

 

Initiative is determined by rolling 1d10 and applying the initiative modifier. For Non-Attack actions this will just be the modifier from DEX unless you are a survivalist. For Attack actions the initiative is modified by the weapon modifier and the modifiers from such skills as Pistols and combat shooting. Attack actions will generally be very fast.

 

2.3.2 Strike vs. AC and Dodge.

 

AC (armor class) and Dodge reduce your chances of being hit in combat, and thus increase your chances of survival. AC and Dodge are added together to make a combined Difficulty modifier. The Difficulty is added to the attackers Strike Base. The attacker must then roll higher than or equal to the modified Strike Base using a 1d20 and adding all applicable strike bonuses. Note: Encumbrance will reduce your AGL and thus your Dodge (even to a negative number). Additionally a weapon's Penetration can reduce or increase an armor's AC (down to zero but never less). This is a representation to the ability for certain weapons to penetrate armor and for some to have a tougher time doing so.

 

 

2.3.3 Attack Action.

 

The three types of actions covered under attack actions are detailed below.

 

2.3.3.1 Single Shots.

 

Take the SA ROF value and add any skill bonuses applicable, this is the number of times you will shoot a bullet at a target using single shots. You do not need to use all the shots, but they all must be against the same target. To determine hits see section (2.3.2). Roll a separate 1d20 for each bullet.

 

2.3.3.2 Bursts.

 

A burst will fire a number of bullets equal to the weapon's SF or FA ROF. Bursts come in two varieties based on what type of effect you want. In real combat a burst bot gives you a chance to score a hit on a target that otherwise would be difficult to hit, or at close ranges it can be used to score multiple hits on a target. In a P&P-RPG it is difficult to include both of those effects in a single burst rule that is not too complicated.(however JARPS includes one) So in Badlands I have separated those two effects in to different rules. Note: you do not have to fire the whole ROF for FA, you may actually fire any number up to that amount. Note: All bursts are subject to the characters full strike modifiers and the weapon's accuracy modifier for the range.

 

2.3.3.2.1 Burst for Accuracy.

 

Ever see those damn Scorpitrons that just shrug off lead like it was a spring shower? Well as we all know the only way to damage those darn things is with anti-tank weapons, e-weapons, or bursts, lots, and lots of bursts. Accuracy bursts get a +X to hit. This "X" is equal to the number of bullets in the burst multiplied by the range modifier. So at short range a burst of 3 would get a +12 to hit. However if the roll succeeds only 1 bullet will hit, though all bullets in the burst are expended. This represents the spraying of either an entire aria against an agile opponent or spraying all the bullets at a heavy target in order to find a "chink".

 

Accuracy Burst Modifiers.

_______________

| Short | x4 |

| Medium | x2 |

| Long | x1 |

|________|____|

 

 

2.3.3.2.2 Burst for Volume.

 

Some times things just don't want to lay down and die (like those damn giant wolfs in Darwin) and you gotta' go terminator on their asses. That's where the volume burst comes in. A volume burst will give you a number of dice to roll equal to the number of bullets in the burst, the down side is that recoil makes them much harder to control. A negative value equal to the number of bullets multiplied by the range modifier is applied to each bullet. So if the burst was at short range and contained 3 bullets the modifier to each bullet would be -3. Additionally a volume burst can be used to spray a group of enemies, the player gets to allot the number of dice to each target as he/she sees fit, however the GM is final arbitrator for any thing questionable. The only problem is the range modifier is increased by one for such sprays.

 

Volume Burst Modifiers.

_______________

| Short | x1 |

| Medium | x3 |

| Long | x8 |

|________|____|

 

 

2.3.3.3 Melee Attacks.

 

All melee attacks must be within range of 5 yards. All thrown weapons are subject to a short range equal to 1/2 STR in yards, a medium range of STR in yards, and a long range of STR x2 in yards. In all other ways melee attacks proceed as if they were any other type of attack. See section (2.3.0) for further info on attacks.

 

 

2.3.4 Armor and Damage.

 

Armor can slow you down, but remember you can't out run a bullet.

 

2.3.4.1 Penetration and AC.

 

Armors AC value will be reduced by the attacks penetration value (or in some cases it will be increased). Penetration will never reduce AC below 0, nor will it effect anyone with an AC other than 0. As long as a Monster does not have an ac of 1 or greater it will not be effected by penetration, but if it does have an AC of greater than 0 the penetration rules apply as normal. Penetration does not effect Soak. Remember: If the AC is normally 0, then even a weapon with a penetration of -1 or less will not increase the AC above 0, nor will it reduce it below 0.

 

2.3.4.2 Damage and Soak.

 

Soak is an armor's or a monster's ability to reduce the damage done. In a monsters case this represents the inherent toughness of the beast, in a humans case they will only get it from armor. When damage is rolled, but before it is applied reduce (or in some rare cases increase) the damage deducted from hit points.

 

 

2.3.5 Damage, death, and healing.

 

Damage is blood loss, tissue damage, bruising, and tissue shock. Once your HP are reduced to 0 you fall unconscious, at -1 you will start to worsen loosing 1HP per 2 rounds until you reach a negative value greater than your CON attribute or all your wounds of greater than 3HP are successfully bound. Also if only some of the wounds are bound but the medic skill brings the HP back up to 0 or higher the character will no longer worsen.

 

All damage should be recorded as "wounds" so that when healing is done the maximum recovered from that wound will be known. (i.e. if someone is shot twice, once for 12 and a second time for 8, then it would be recorded on the character sheet as "12, 8" rather than "20". However the total value of the wounds would still be 20, and if you had only 19HP you would be well on your way to death.

 

The character once all wound are bound will recover 1HP per day, or 2HP if under the supervision of the medic. See section (1.3.3) for more info on the MEDIC ability.

 

 

 

2.4 The Combat Round and how it proceeds.

 

A combat round is 30 seconds long.

 

A.) Roll Initiative.

Initiative should be rolled separately for each PC or Important NPC, but bulk monsters should use group initiative.

B.) Announce action type, and general effect in reverse initiative order (highest to lowest).

For example if you were going to shoot finster with your pistol, you would say "I am going to use my attack action to shoot finster semi-auto with my pistol.". If you are using a movement action you might say this "I am going to run to this spot (points to a spot on the map)".

C.) The GM will start by asking who has the lowest initiative, that person will then do their action or wait until later and "interrupt" someone else's turn. The GM will then count upwards until someone says "My turn" then it will be that persons action or they may also choose to delay.

D.) Once all current actions have been resolved, ask if anyone has any further actions they would like to use.

E.) If anyone has an action left go to B. If no one has any actions left or they do not width to use them this round start back at A. (No, actions do not "roll over" so if you do not use them they are lost.)

 

2.4.1 Normal Full Combat.

 

Normal combat allows all participants to move in any direction they wish, and use cover and the environment in any way.

 

2.4.2 Cannon Fodder Combat.

 

Cannonfodder Combat takes a page from the C64 version of Wasteland. All combat is Linear, meaning movement can be used to move toward or away from the enemy. All enemies are grouped, and each PC is his/her own group. No map and no cover. Enemy groups can be Sprayed and explosives effect only things in one group. This is intended to speed up those quick random encounters with cannon-fodder monsters.

 

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