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srb:tactical_rules [2020/07/22 12:36]
weby
srb:tactical_rules [2020/07/23 04:14] (current)
weby
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-===== Combat Statistics =====+===== 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/reload===== =====Draw weapon/reload=====
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 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/attribute rolls==== 
 + 
 +===Critical successes==
 + 
 +===Critical failure=== 
 + 
 +====Attacks==== 
 +===Critical successes=== 
 +If you roll a natural 1 on an attack roll, roll critical failure below d20:
  
-====Critical failures====+===Critical failure===
 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 damage to self. +   - Attack self (full damage) - Deal full damage to self. 
-   - Attack self (half damage) - Deal half weapon damage to self.+   - 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/natural/unpowered melee weapons: awkward angle. -2 to attack for one action, then -1 for one action and then normal.       * unarmed/natural/unpowered melee weapons: awkward angle. -2 to attack for one action, then -1 for one action and then normal.
-   - Distracted - You did not actually attack.+   - Distracted - You did not actually attack and are off target for the next 2 actions.
    - 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/revolvers: 1/12 to have a multifire where all remaining shots go off. In a multi-barrell gun they just attack in random direction. A revolver is ruined and for each shot fired 50% chance to ricochet or shrapnel from the frame and do half damage to shooter.      * Multi-barrell guns/revolvers: 1/12 to have a multifire where all remaining shots go off. In a multi-barrell gun they just attack in random direction. A revolver is ruined and for each shot fired 50% chance to ricochet or shrapnel from the frame and do half damage to shooter.
      * 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/unarmed: Normal miss       * other weapons/unarmed: Normal miss 
 +   - Hit some inappropriate object
 +     * Ranged attacks: hit some object that is inconvenient, like some switch if inside a vehicle, maybe a sprinkler if in a public building or some such.
 +     * 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
srb/tactical_rules.1595446588.txt.gz · Last modified: 2020/07/22 12:36 by weby