Combat rules (v1.1)

Combat turn: 30 seconds Action Turn: 5 seconds

Initiative Table Reductions due too wounds: 1 if slightly; 3 if seriously; 5 if critically.

Initiative Issues:Initiative higher than 5 receive extra action at 1/2 the value.Ties are resolved by Agility minus bulk of weapon, then raw agility score, then die roll. Initiative exceptions are: Opportunity fire. Ambush. Involuntary Actions: Panic if knocked down or surprised. Bailout if vehicle is pierced by other than small arms. Charged by vehicle or running animal will panic.

Action turns

1. Movement: Crawl 2m (char. Is prone) Walk 10m (1 grid sq.) Trot 20m (2 grid sq.) Run 30m (3 grid sq.) No movement permitted as second action. Movement for animals is covered on pg. 195.

2. Aim: For direct fire (aimed shot) For opportunity fire.

3. Fire: Aimed shot - 1 level; Aimed Burst -1 level; Quick shot - 0 level Target obscured + 1 level

4. Reload: Bx. 1 action. R 3 bullets per turn. R 6 bullets with speed loader. I 3 bullets per turn. B 2 actions for one person. B 1 action for two persons. C 5 actions.

5. Go prone/Stand up.

6. Melee (if within 20m): Armed martial arts. Unarmed martial arts (specify) Hand strike Kicks Leaping kicks Throws Diving Blows Grapple Escapes Strangle

7. Ready or change weapon: Putting down your current item and drawing another.

8. Drive or Ride: Must specify speed.

9. Talk: Short sentences. Radio calls should be preceded by a call up.

10. Take cover: Dodges behind near-by cover.

11. Mount or Dismount: Getting on an animal or in a vehicle.

Direct fire

ROF: SS Single shot BA Bolt action, once per action. LA Lever action, same as above. PA Pump action, can fire 3 times per action. DAR Double action can fire 3 times per action. SA Semi auto, can fire 5 times per action. Burst A fully automatic weapon can fire 5 burst of it's ROF in a burst in a action.

Procedure:

* Rifles and Pistols use appropriate small arms skill.
* Automatic cannons, automatic grenade launchers, and machine guns use
Autogun skill.
* Non-automatic grenade launchers, mortars, and unguided antitank rockets use
Grenade Launcher skill.
* Large caliber guns use
Heavy Gun skill.
* Guided tactical missiles use
Tac missile skill.
* Bows use
Archery skill.
* Crossbows and Black powder weapons use
Early Firearm skill.

1. Hitting a target at short range with an aimed shot is an average task.

2. For each range step in crease difficulty by one. 3. For a quick shot increase difficulty by one.

* Aimed burst: If a hit is rolled roll d3 and determine hit location and damage normally.

* Rifle scopes: If a scope is mounted increase by 15 for aimed shots.

* Rifle scopes: Extreme range shots are as if at long range.

* Laser sights: weapon so equipped may fire 3 aimed shots in an action phase at short range. (House rule)

Range: Short is printed weapon range. Medium is twice short range. Long is twice medium. Extreme is twice long. (Treat as Long w/ scope)

Recoil Non automatic fire: Multiply SS recoil by the number of shots fired. Compare to character strength. < resolve normally. > reduce hit number by the difference.

* Pistol recoil: Pistols may be steadied by using both hands and bracing oneself. Only while stationary. Reduce recoil by 1.

* Two weapons: If carrying two weapons (one in each hand), either can be fired but not both. For purposes of recoil, the characters strength is reduced by 1.

Automatic fire: All shots are bursts. Burst contain bullets equal to ROF of the weapon. Each individual shot is resolved using impossible difficulty. The actual number of dice rolled is reduced by range and recoil.

Range: Burst size (rounds)/Dice lost per range band 3/1, 5/2, 10/3

Recoil: For 3-5 round bursts reduce the number of dice rolled by the number exceeding character strength. For 10 round bursts reduce the number by double the number exceeding character strength.

Minimum dice: A 3-5 round burst will never be less than 1 dice, a 10 rnd burst will never be less than 2 dice.

Long bursts: Weapons with burst size of 50 are treated as 10 round bursts, except that each hit counts as three actual hits.

Danger Zone: 5 meters either side of the intended target within the same range band, but never wider than the distance to the character. Half of all dice that missed the intended target are rolled also at impossible difficulty and applied to targets in the danger zone starting with targets closest too the original target. Half of the remainder after the second roll are saved for targets entering the zone for the remainder of the turn.

Quick Kill: (against NPC use only) A hit in head or chest may cause quick kill, roll d10 if roll is equal to or less than damage done, hit causes a quick kill. (except on a roll of 10)

Moving and firing: * No firing while crawling or running. * No aimed shots while walking or trotting. * For recoil a walking character is strength -1. A trotting character is 1/2 strength. * No aimed fire from a moving vehicle. Quick shots and bursts are normal except at one higher range band. * Aimed shots are allowed from boats but at one higher range band. * Firing from the saddle the same as on foot except, movement rate is based on the animal, and Skill used is the characters marksmanship skill or riding witch ever is lower. * Moving targets difficulty modifiers: speed in meters kph diff increase 30 22 +1 level 60 43 +2 levels 120 86+ +3 levels *Using automatic fire increase range band by one.

Special Cases: Target is obscured, increase difficulty level one. Firing at riders any missed single shot has a 1-% chance of hitting the other than the target. Opportunity fire an aimed shot at an area and waiting too shoot the enemy as he enters. If the character was already visible at the beginning of the action then the first shot is an aimed shot otherwise it's a quick shot(automatic fire is never an aimed shot).

Shotguns and flechettes: * At short range treat as normal single shot weapon w/ listed damage. * At medium and long range treat as a 10 round burst(immediately reduced to 7 dice for medium range). * At short range in automatic fire roll direct fire tasks for each round in the burst (reduced for recoil). * At medium and long range use the appropriate rang band determination too determine the number of 10 round bursts to roll for at that range. * Buckshot penetration is nil flechettes is 1-1-nil. * Buck shot maximum range is medium, flechettes is long.

Thrown weapons: Thrown weapons ranges: Effective range = Throw range divided by the weight of the object Difficult task. Long range = 2x throw range divided by weight of the object. Formidable task. Objects do 1d6+char. STR regardless of size. Penetration nil. Knifes always do 1d6 regardless of char. STR.

Hand grenades: If a miss roll for deviation, distance x 1 meter at effective, distance x 2 meters at long range. Deviation can never be more than half the range of the throw. Additional grenades at the same target are at +1 to skill.

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