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conflict [2020/02/04 17:34] wayne |
conflict [2020/02/18 12:06] (current) wayne |
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| ====== Conflict ====== | ====== Conflict ====== | ||
| - | ===== Social ===== | + | |
| ===== Melee ===== | ===== Melee ===== | ||
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| Ranged combat uses agility as the modifying attribute. The base target to hit is 6, but that is modified by many factors. | Ranged combat uses agility as the modifying attribute. The base target to hit is 6, but that is modified by many factors. | ||
| - | * Distance to target= | + | * +3 for each range category shift away from optimal |
| - | * Weapon's optimal range= | + | * +3 for soft or partial cover |
| - | * Target Movement= | + | * +3 for heavy cover |
| - | * Attacker's Movement= | + | * +3 for poor light or reduced visibility |
| - | * Cover= | + | * +3 if the target is running |
| + | * +3 if the shooter is running | ||
| + | * -3 if the shooter is still | ||
| + | * -3 if the target is still | ||
| + | * -6 for a round spent aiming | ||
| + | * No modification for walking or slow movement | ||
| + | |||
| + | |||
| + | ===== Special Rules for Weapons ===== | ||
| + | |||
| + | ==== Properties ==== | ||
| + | |||
| + | * Explosion = Explodes filling an area appropriate for the weapon. All targets within this area receive full damage to all locations | ||
| + | * Burning = Flaming material covers an area appropriate for the weapon. At the start of each combat order thereafter roll 1d6. ON a 1 the fire goes out. As long as it burns anyone in the area at the start of their turn takes full damage. Upon leaving the area a character may spend a move or attack action to extinguish themselves. Otherwise they will continue to burn at the start of each move turn with their personal fire going out on a 1d6 roll of 1 or 2. | ||
| + | * Deadly = On a critical failure during attack the weapon explodes in the users hands dealing an attack to the user. | ||
| + | * Energy = Ignores 10 points of armor | ||
| + | * Semi-Automatic = Weapon may make two independent attacks a round. The second shot has a +3 penalty to hit difficulty. | ||
| + | * Full Automatic = automatically has the Semi-Auto Perk | ||
| + | * Fast Load = Requires no actions to reload | ||
| + | * Breech = Requires 1 round per shot to reload | ||
| + | * Muzzle-Loaded = Requires three rounds per shot to reload. | ||
| + | * Sawed off\Scatter Shot = +3 to attack roll. Potential to hit multiple targets or one target in multiple locations. Armor has double value against scatter shot and damage is halved at long range. | ||
| + | |||
| + | ==== Techniques ==== | ||
| + | |||
| + | * Spray and Pray = Weapon may be fired wildly at a target hoping one of the bullets in the barrage will hit. Each bullet gives a +1 bonus to hit. Success means a bullet hit. For each 3 points of additional success another bullet hits. | ||
| + | * Walking Fire = Declare a first and last target. Each target or man-sized space between them takes up one bullet. Each target passed over may be attacked adding a +3 Penalty to difficulty | ||
| + | * Intercepting = If a character has not taken any actions that used their hands they may make a free attack on anyone charging to hand to hand range after their move and before their attack. | ||
| ===== Damage ===== | ===== Damage ===== | ||