Combat Rules
As a d20 game, CoD
uses the basic system of combat described in the D&D Player's Handbook.
However, the same system used for medieval, fantasy, melee combat needs
a fair amount of modification to be useable in a modern era game.
The following is a list of rules that change or modify the basic system
of combat found in the PHB. All modifiers found in that game are
identical in CoD, and some will be referenced below. The modifications
to the combat rules are presented in alphabetical order below, for ease
of reference.
Critical Hits
Critical Hits work
differently in CoD than in D&D. The crit range remains, and to
score a critical hit, the character must roll within this range.
However, for the critical hit to succeed, the character must also have
also rolled at least 5 above the number he needed to hit his opponent.
This eliminates the need for a second attack roll to determine whether
or not the attack was critical. However, instead of dealing multiple
times the normal amount of damage, a critical hit deals damage directly
to an opponents Wound Points (see Damage). Note that melee weapons
still deal multiple amount of damage, and also do it directly to the character's
Wound Points.
Defensive Maneuvers
With the lowered effectiveness
of armor and loss of feats such as Expertise, it is far easier to be hit
in CoD than in basic D&D. This reflects the lethality of modern
combat. This is why it's important that characters realize the significance
of cover, and begin to understand taking defensive positions. The
PHB gives a +2 bonus to AC vs ranged attacks for people who kneel, and
a +4 bonus to AC vs ranged attacks for those who lie prone. Take
these positions to improve your Defense Score, and make your character
harder to hit. Lying down prone and getting back up are each partial
actions. Kneeling is a partial action, but getting up from a kneeling
position is a free action.
Multiple Hits
The most damaging
part of being shot isn't necessarily the bullet. When one is shot,
a wave of concussive force goes through their body, caused by the impact
of the first bullet. It shocks the body, and rips through and destroys
neural pathways, capillaries, and a number of other important systems.
Because this wave is not easily doubled up, rapidly successive hits from
a bullets do less damage than the first round that hit. It is for
that reason that, if any character is shot by a Burst or Spray attack,
hitting them with multiple bullets, they do not take full damage for those
subsequent rounds. Instead, only the first round does full damage.
All others do partial damage of 1dx, with x being the same die of damage
the weapon normally does. This only applies to bullets from the same
gun, from the same character, during the same attack.
Example- Al's
character is hit by a burst of SMG fire, by 2 out of the 3 rounds fired.
The SMG normally does 2d8 damage. Since Al was hit with two rounds,
he takes (2d8) regular damage + (1d8) partial damage, or 3d8 total damage.
Next, Al's opponent gets a second attack (as he's a high-level villain),
and takes an Aimed Shot at Al. Once again Al is hit. However,
this time he takes the full 2d8 damage again, as this was a different attack
than the first burst which hit Al.
New Combat Maneuvers
Modern weaponry provides
characters with a whole new myriad of combat moves. D20 rules for
these are presented below:
Aimed Shot-
a
single attack, any character with a gun in single-shot mode may make a
single shot, without taking into account their recoil penalty, at their
opponent. This is a partial action.
Aimed Burst-
a
single attack only capable of being attempted by characters using weapons
with a Burst setting, this option allows a character to essentially make
a Burst attack (see below), but without having to reduce their attack roll
by the recoil penalty for their first shot. This is a partial action.
Automatic Burst-
a single attack that can be tried only with automatic weapons, the attacker
unleashes a burst of fire at a single opponent. That opponent must
make a Reflex save as if they are under attack from a Spray. An automatic
burst drains 5 rounds from the weapon's magazine, with fractions rounded
up. Anyone within the line of fire of the automatic burst must also
make a save.
Burst- a
single attack that can be tried with semi-automatic weapons or revolvers,
this option allows a character to fire three rounds in rapid succession
at a single target. The character makes a single attack roll, subtracting
their recoil penalty once to see if their first round hits, twice to see
if the second round hits, and a third time to see if the third round hits.
The rounds do damage as Multiple Hits.
Cover- any
character using a ranged weapon may spend his full-round action covering
a particular direction. He may than make a ranged attack of opportunity
against anything which moves into that area between his current turn and
his next turn. This can be an Aimed Shot, Aimed Burst, Automatic
Burst, Burst, CriticalHe may only make his normal number of Attacks of
Opportunity per turn. This has the same affect on Initiative as the
Delay maneuver.
Critical Shot-
a
character with a ranged weapon using single-shot or burst mode may make
an attempt at a Critical Shot. Anyone making a critical shot must
make an attack roll vs their opponent with a -10 to hit. However,
if the target's armor does not cover the part of the body being aimed at
(generally hands, feet, or head), than that armor does not protect the
target. The shot is treated as if an Aimed Shot or an Aimed Burst.
If the shot hits successfuly, than it is treated as a Critical Hit.
Spray- a
full-round attack, characters with automatic or fully automatic weapons
may spray an area of 90 degrees or any measure smaller than that, draining
12 rounds held in the weapon. All characters in that area must make
a Reflex save vs DC 15 for automatic pistols, DC 20 for sub-machine guns
and automatic assault rifles, DC 25 for light and heavy machine guns, and
DC 30 for mini-guns. Targets get regular bonuses for Reflex saves
from cover and armor (see Arms & Armor), as well as bonuses for moving
or changes in stance. Characters failing their saves take damage
as if hit by one round, plus one round for every 5 points by which they
failed their save. To succeed at a dodge, they must dive to the ground,
unless they are behind cover, and therefore start the next round lying
prone. They may choose not to dodge, and take damage as if hit with
three bullets.
Variant Rule: Combat
Haze
Few things are as
distracting as combat. With guns blazing and grenades exploding everywhere,
it is hard for a person to get any work done. This rule allows GMs
to bring this aspect of the real world into their game. If they are
within 20' of someone who's last action was to fire a gun or engage in
melee with anyone, or if they were the target of an attack last turn, or
if they were within 30' of an explosion the round before, make them make
a Willpower check (DC 15). If they fail, they suffer a -4 to any
action not directly related to combat, such as using a computer or picking
a lock. This only lasts for a round, though they may have to make
another check their next turn. The Cool-Headed feat lessens this
penalty.
Variant Rule: Point
Blank Attacks
No matter how great
a soldier, a bullet to the head is almost certain to kill them. This
optional rule allows a GM to let his character's take advantage of this
basic fact. If they're within 5' of an opponent with a ranged weapon
who is either helpless, grappled, or completely unaware of the character's
presence, he may make an Aimed Shot, Aimed Burst, Burst, or Spray that
acts as a Coup de Grace, without saves or other defensive rolls.
The DC for the Fortitude save is equal to the damage dealt for firearms.
Variant Rule: Stuns
In modern combat,
getting hit has some serious consequences. If a character ever takes
damage greater than their current total of Wound points, they must make
a Fortitude check (DC 15). A failure indicates the character is Stunned
for the next round (DMG p.85), while a success indicates they are only
Staggered for a round. Every time a character takes Wound point damage,
they must make the same check. Success indicates they are Stunned
for a round, while a failure indicates they are Stunned for a round, and
knocked prone.
The rules above are just basic combat rules. If
you have a question, or have found something which we left out, please
alert us to it by e-mailing us. |