This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
srb:tactical_rules [2020/07/22 12:36] weby |
srb:tactical_rules [2020/07/23 04:14] (current) weby |
||
|---|---|---|---|
| Line 138: | Line 138: | ||
| - | ===== Combat | + | ===== Combat ===== |
| This section summarizes the statistics that determine success in | This section summarizes the statistics that determine success in | ||
| Line 216: | Line 216: | ||
| |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/ | ||
| Line 237: | Line 239: | ||
| 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. | ||
| Line 263: | Line 274: | ||
| * 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. | ||
| Line 277: | Line 288: | ||
| * 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 | ||