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srb:tactical_rules [2020/07/22 12:18] weby |
srb:tactical_rules [2020/07/23 04:14] (current) weby |
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| + | ====Full round actions==== | ||
| + | Note that a full round action counts as | ||
| + | ^action^Notes^ | ||
| + | |Some powers|Some powers define that they are full round actions.| | ||
| + | |Heavy melee|Make a melee attack, +2 damage. If the target is same or smaller size category, roll STR check and they must succeed in a fort check or me knocked back one square| | ||
| - | ===== Combat | + | ====Standard actions==== |
| + | ^action^Notes^ | ||
| + | |Move action|You can do any move action as Standard action| | ||
| + | |Free action|You can do any free action as Standard action| | ||
| + | |Activate power|Most powers are a standard action to activate| | ||
| + | |||
| + | |||
| + | ====Move actions==== | ||
| + | ^action^Notes^ | ||
| + | |Free action|You can do any free action as Move action| | ||
| + | |Draw an item|This is from a ready position. The quick draw feat changes it to a free action.| | ||
| + | |Reload Box fed| insert the new magazine and chamber the next round. Must have a magazine in hand. (requires draw an item). | ||
| + | |Reload Belt fed*|Requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading.| | ||
| + | |Reload Revolver/ | ||
| + | |Reloading a box magazine|Is draw the rounds 2/move action(free with quick draw) and then insert 2 rounds/move action.| | ||
| + | |Do a perception roll|Search, | ||
| + | |Store an item|This is to a ready position. The quick draw feat changes it to a free action.| | ||
| + | |||
| + | |||
| + | ====Free action==== | ||
| + | ^action^Notes^ | ||
| + | |||
| + | |||
| + | ====No action==== | ||
| + | These take no time and you can do any reasonable number | ||
| + | |||
| + | ^action^Notes^ | ||
| + | |Drop held item| | ||
| + | |||
| + | |||
| + | ===== Combat ===== | ||
| This section summarizes the statistics that determine success in | This section summarizes the statistics that determine success in | ||
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| |and so on||| | |and so on||| | ||
| - | =====Maneuvering===== | ||
| - | =====Defenses===== | + | ====Defenses==== |
| - | =====Melee combat===== | + | ====Melee combat==== |
| - | =====Ranged combat===== | + | ====Ranged combat==== |
| - | =====Power use===== | + | ====Power use==== |
| + | |||
| + | |||
| + | =====Maneuvering===== | ||
| =====Draw weapon/ | =====Draw weapon/ | ||
| - | Drawing a weapon is a move action. The quick draw feat changes it to a minor action. | + | Drawing a weapon is a move action. The quick draw feat changes it to a free action. |
| - | Reloading a box magazine weapon with a new magazine requires a move action(or | + | Reloading a box magazine weapon with a new magazine requires a move action(or |
| Belt fed weapon requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading. | Belt fed weapon requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading. | ||
| - | Revolvers and internal magazine weapons: Using a speed loader as using a box magazine. Single shots: Requires following actions: draw rounds(This is a move action or minor with quick draw). The the following in order, you can do two/move action: eject old rounds(open action for non revolvers), load one round(repeat this as many times as you need to do), close and prepare for fire. This is for modern break open revolvers. For loading gate ones the process times are doubled. | + | Revolvers and internal magazine weapons: Using a speed loader as using a box magazine. Single shots: Requires following actions: draw rounds(This is a move action or free with quick draw). The the following in order, you can do two/move action: eject old rounds(open action for non revolvers), load one round(repeat this as many times as you need to do), close and prepare for fire. This is for modern break open revolvers. For loading gate ones the process times are doubled. |
| Reloading a box magazine is draw the rounds and then insert 2 rounds/move action. | Reloading a box magazine is draw the rounds and then insert 2 rounds/move action. | ||
| + | =====Criticals===== | ||
| - | =====Critical successes===== | + | ====Skill/ |
| + | |||
| + | ===Critical successes=== | ||
| + | |||
| + | ===Critical failure=== | ||
| + | |||
| + | ====Attacks==== | ||
| + | ===Critical successes=== | ||
| + | If you roll a natural 1 on an attack roll, roll critical failure below d20: | ||
| - | ====Critical | + | ===Critical |
| If you roll a natural 1 on an attack roll, roll critical failure below d20: | If you roll a natural 1 on an attack roll, roll critical failure below d20: | ||
| - | - Attack self (full damage) - Deal full weapon | + | - Attack self (full damage) - Deal full damage to self. |
| - | - Attack self (half damage) - Deal half weapon | + | - Attack self (half damage) - Deal half damage to self. |
| - Throw weapon - The weapon flies 1d6 squares in random direction. | - Throw weapon - The weapon flies 1d6 squares in random direction. | ||
| * powers: the power goes on cooldown for 1d6 times normal time and does not work. | * powers: the power goes on cooldown for 1d6 times normal time and does not work. | ||
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| * Powers: The power does not work and you must use one action of concentration to be able to use any powers. | * Powers: The power does not work and you must use one action of concentration to be able to use any powers. | ||
| * unarmed/ | * unarmed/ | ||
| - | - Distracted - You did not actually attack. | + | - Distracted - You did not actually attack |
| - Safe mode: | - Safe mode: | ||
| * Guns: Must use one action to be ready to fire again as safety was on. | * Guns: Must use one action to be ready to fire again as safety was on. | ||
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| * Multi-barrell guns/ | * Multi-barrell guns/ | ||
| * Powered weapons: The weapon shuts down until it has time to cool. | * Powered weapons: The weapon shuts down until it has time to cool. | ||
| + | * powers: The power get double normal cooldown. If it doe not normally have a cooldown, get a 2 action cooldown instead. | ||
| * other weapons/ | * other weapons/ | ||
| + | - Hit some inappropriate object | ||
| + | * Ranged attacks: hit some object that is inconvenient, | ||
| + | * melee: weapon has to make a fort save vs DC 10+tour STR modifier. | ||
| + | * unarmed: Take one hp of damage | ||
| - Normal miss | - Normal miss | ||
| - Normal miss | - Normal miss | ||