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Entrada
Steps to Combat:
*Step 0: Surprise Round (The initiating person(s) get a full round of action point expenditure.)
*Step 1: Everyone rolls Sequence (SQ) (To do this, roll 1d20 and add your Sequence stat=PEx2. This determines turn order for the remainder of combat.)
*Step 2: Actions (Below are a list of actions players can spend Action Points (AP) to take.)
Move: -1 AP per hex, but may cost more depending on terrain. (-2 rough, -3 muddy, -4 crawling/wading)
Reload: -2 AP Unless otherwise noted. (Some Big Guns cost more AP to reload, but not most.)
Attack: -X AP Cost depends entirely on the weapon. (See weapon chart for stats.)
Lay Mine/Set Trap: -2 AP/mine or trap (Some traps take longer to deploy, and cannot be set during combat.)
Use Item: -2 AP The item must be in your hand already for you to use it. (See "Loot/Access Inventory" below.)
Loot/Access Inventory: -4 AP (Reaching into your [or someone else's] stuff.)
Crouch/Prone/Change Positions: -2 AP/change (-4 AP to stand again.)
Crouch: +10% to-hit with (most) ranged weapons, Costs 2 AP/hex movement.
Prone: +20% to-hit with (most) ranged weapons, Costs 4 AP/hex to crawl, Removes AC bonus.
Dodge: -X Remaining Action Points (AP) at the end of a player's turn can be converted into Armour Class (AC) at a rate of 1:1.
Example: You have 3 AP left over. You spend it to "Dodge" and now have +3% AC.
*Step 3: Combat ends when there are no more hostiles.
~Ranged Combat & How to Hit Your Target~
Weapon Skill + Sequence (PEx2) +/- X (modifiers) = Target #.
Roll equal to or below target # to hit.
-Armour Class (AC): Any defender worth his caps wears armour! Armour Class (AC) % comes right off the top of your to-hit chance. If the defender is not wearing amour, use Agility as the character’s base Amour Class (AC) instead.
-Cover: A variable factor = Limb coverage (See Targeted Penalties Below. Half cover would provide a -50% to-hit modifier and protect certain limbs.)
-Darkness: A variable factor. Total darkness is considered -95% to-hit (as you are essentially) blind. A dark night is about -50%.
-Distance: Short Range = +10%, Medium Range = -10%, Long Range = -25%. See Weapons Chart for more info.
-Position: Crouch for +10% accuracy with Ranged Weapons. Go prone for +25% accuracy with Ranged Weapons.
-Targeted Shot Penalty: Refer to the chart below as it depends which area is being targeted. Penalties to-hit are refunded as a bonus to critical strike chance.
Target | To-Hit Penalty | Bonus Critical % |
Torso | -10% | +10% |
Leg | -15% | +15% |
Arm | -25% | +25% |
Head | -50% | +50% |
Weapon | 1H= -50%, 2H= -25%, Big Gun= -10% | 1H= +50%, 2H= +25%, Big Gun= +10% |
Notes |
-Minimum Strength Requirement: Every weapon has a MinST Requirement. For every point below a weapon’s MinST you are -10% to-hit.
-Other: Some weapons/ammo have further restrictions. For example, firing Buckshot from a shotgun reduces your effective range by half.