Attacking

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swrider
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Attacking

#1

Post by swrider » Fri Aug 30, 2019 3:12 pm

Attacking at ranged skills (except grenades)
  • Attacking at range utilizes the skill associated with the range weapon utilized. To perform an attack a player rolls the skill associated with the weapon being used (e.g. rifle). The difficulty of the attack is determined by the GM. A roll equal to or higher than the difficulty is successful. Damage is determined by the specific weapon utilized.

    Suggested Difficulties. (These would be for a standard rifle and should be adjusted based on the accuracy of the weapon)
    Point Blank Range: Difficulty 10. (Note this is not when two characters are wrestling for a weapon which should use hand-to-hand.)
    50 meters 20
    100 meters 30
    150 meters 40
    200 meters 50
    250 meters 60
    300 meters 80
    Max Effective Range 100
Attacking with "Grenades"


Attacking "hand-to-hand"
Spoiler:
hand to hand combat is made by opposing hand to hand skill checks. The individual with the higher check wins and may: deal damage, grapple opponent, or pull their punch (Hit but deal no or reduced damage).
Attacking "with Stealth Killing"
  • Steal killing is utilized in situations where attacks with ranged weapons are made at point blank range, and to the surprise of the individual being attacks. Stealth killing is also utilized when hand to hand combat checks would be made unopposed. This would occur when a target is surprised by the attack (e.g. attacked from behind) or the target is unconscious, restrained or any other situation which would prevent them from defending themselves. A stealth attack can be targeted to inflict maximum damage on vital organs, as such the attacker can decide to deal normal damage or 5 times damage likely resulting in an instant kill for most weapons.

    A stealth killing attack can not be made with grenades or at ranges greater than point blank (Within 1 meters/ three feet).

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ShadoWarrior
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Re: Attacking

#2

Post by ShadoWarrior » Sat Aug 31, 2019 12:41 am

https://en.wikipedia.org/wiki/Lee%E2%80%93Enfield

Max effective range is 500m. The trick is actually hitting what you're aiming at, hence why most engagements took place at under 100m (where it's close enough that you don't have to worry about bullet drop or wind).

Hitting at 50m with a rifle should be 10, at most. Any idiot can do that.

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swrider
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Re: Attacking

#3

Post by swrider » Sat Aug 31, 2019 12:45 am

Most skill levels start at 10 or higher. Which means hitting a 20 is child's play. I think we were thinking alike just starting at different numbers. Let me know if I am wrong.

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swrider
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Called Shots

#4

Post by swrider » Fri Sep 27, 2019 8:01 pm

Called shots. A player can decide to target a specific portion of a targets anatomy with a ranged weapon. Doing so increases the difficulty of hitting the target by 30. On success a player hits the intended piece of anatomy creating one of the following effects. Anatomy which is not specifically limited has an effect as determined by the game master. Additionally, a game master may substitute a different effect at the request of a player.

Vital Organs
  • Head A successful shot to the head adds an additional 2d10+30 damage
  • Heart A successful shot to the heart adds an additional 1d10+40 damage
  • Kidneys A successful shot to the kidneys deals a total of 81 damage.
  • Liver A successful shot to the liver deals a total of 81 damage.
  • Lungs A successful shot to the lungs deals a total of 81 damage.
  • Extremity. A successful shot to an extremity does normal damage, in addition the target loses mobility in the affected extremity until a successful first aid check is made. (A first aid check may still head damage as normal when made for this purpose). If a first aid check has already been performed on the target during this combat, a check can restore mobility but can not heal any additional damage.

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