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Posted (edited)


 Each post in combat is the span of 3 seconds

Players are required to roll for initiative at the beginning of combat, Initiative = D10 + Reflexes

Players will be given a movement action, and an additional action such as grabbing someone or something, attacking, starting a vehicle, opening a door, using an object

Movement determines how much ground you can cover in a single post

All rolls are done on the honor system

Exploding and imploding dice will be optional depending on your GM. Exploding dice mean that if a player or GM rolls a 10 then you may take an additional roll to add on to the sum total of your roll. Imploding dice mean if you roll a 1 then you have to take an additional roll and your points will be in the negatives.

A player must roll one D10 +Stat+ Relative skills for accuracy when performing an Action

To Attack, Reflex+ Relevant Skill + D10

To Evade, Dex+ Evasion+ D10

When dual wielding you are allowed to use both weapons in a single combat action

There is no partial cover, you are either behind cover or not and are only considered covered if you are fully behind something.

Cover

Type_ Thick HP _ Thin HP

Steel_50HP_25HP

Stone _40HP_20HP

Bullet proof glass_ 30HP_15HP

Concrete_25HP_10HP

Wood_ 20HP_5HP

Plaster/Foam/ Plastic _15HP_ 0 HP

Human Sheild = Body of person

When damaging an opponent you must roll the number of d6 corresponding to that weapons damage output, see Character Creation and look under each weapon's damage output
 
When critically injured you are required to perform a death save roll, a player must roll two D10 if you roll above 10 you regain a hit point, roll lower you loose 1 HP, -1 HP every turn until injury is fixed

Fixing an injury requires you roll above an injury's DV, player rolls Tech + First Aid, Paramedic, Surgery + D10

Damage              

Lightly wounded_Less than full HP_ None_DV10

Seriously wounded_Less than half -2 to all actions_DV13

Mortally wounded_Less than 1 hp_-4 actions, - 6 movement  Critically injured, must perform death save rolls_DV15

Dead_Out of game_ DV17

Head_multiply all damage that gets through head armor by x2

Held Item_ if aiming for a held item and a single point of damage gets through the armor_ the held item is dropped in front of them

Leg _if a single point of damage gets through leg armor, person is critically injured 

Injuries'

Injury _Injury Effect_ Quick Fix_ Treatment

Dismembered arm_ Arm is gone, held item is dropped, critically injured _None _ Surgery DV17

Dismembered hand_ Hand is gone, held item is dropped, critically injured _ None _Surgery DV17

collapsed lung_-2 Move, critically injured _ Paramedic DV15 _ Surgery DV 15

Broken Rib _ If you move further than 4m you take 1 damage_ Paramedic Dv13_ Paramedic DV15, Surgery DV13

Broken Arm_ Arm can't be used, held item is dropped_ Paramedic DV13_Paramedic DV15 Surgery DV13 

Fregin Object_ Move further than 4m you take 1 damage __First Aid DV13_ Paramedic DV13

Broken Leg _-4 Move_ Paramedic DV13_Paramedic DV15 Surgery DV13

Torn Muscle_-2 Mele_ First Aid DV13_ Paramedic DV13

Spinal Injury_ Next turn you can not perform an action, but you can move, critically injured_ Paramedic DV15_Sugery DV15

Crushed Fingers_ -4 to al actions involving that hand_ Paramedic DV13_ Surgery DV15

Dismembered Leg_ -6 Move, leg is gone, critically injured_ None_ Surgery DV17

Lost Eye_ Eye is gone, -4 ranged attacks, - Perception, critically injured_ None_ Surgery DV17

Brain Damage_ -4 all actions, critically injured_ None_ Surgery DV17

Damaged Eye _-2 Ranged attacks, -2 perception_ Paramedic DV15_Surgery DV13

Concussion_ -2 all actions_ First Aid DV13_ Paramedic DV13

Broken Jaw _Can't speak _ Paramedic DV13_Paramedic DV13Surgery DV13

Whiplash_Critically Injured_ Paramedic DV 13_ Paramedic DV 13 Surgery DV13 

Cracked Skull _ Head Attacks are x3 instead of x2_Paramedic 13_ Paramedic DV15 Surgery DV15

Crushed Wind Pipe_ Cant speak, critically injured_ None _Surgery DV 15

Damaged Ear_ Move further than 4m you can't move next turn, -2 perception_ Paramedic DV13_ Surgery DV13

Dismembered Ear_ Move further than 4 you can't move on your next turn, -4 perception, critically injured_ None_ Surgery DV17

Edited by Cash Money Chad
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