Post by spacedman on Jun 27, 2011 0:24:23 GMT
Hello Guys!
This is my first post on this site, and I wanted your opinions on some alternate, but more advanced combat rules I have come up with for DWAITAS. The campaign I am currently running has a fairly heavy UNIT involvement and has a horror feel to it. I am thinking of introducing the following rules, but they are quite rough and a work in progress, subject to change.
Damage Limit: Instead of attribute reductions characters have a new stat representing the amount of physical damage they can take. This is equal to the Strength score x2 + the Resolve score. Reaching 0 could equal death or incapacitation, depending on how the GM feels.
As an example the average Humans Damage Limit would be as follows: Strength 3 x2 + Resolve 3 = a grand total of 9.
The average Sontaran would be 18, ouch!
Ranged weapons damage does not increase with the amount the attacker beats the difficulty number by, a hit is a hit and the damage is randomly determined.
An optional rule is to multiply damage as follows by location. Round up and deduct any armour protection first:
Limbs x 0.5
Body x 1.0
Head x 1.5
Ranged Weapons Damage: Ranged weapons do damage as below, but the dice combinations that follow do the same damage range as the numbers listed in the book.
Arrow 1d4
Crossbow Bolt 1d5+1 (1d10/2 +1)
Flintlock Pistol 1d5+1
Pistol (9mm) 1d6+1
Pistol (Heavy Caliber) 2d4
WWII Rifle 2d4+1
Shotgun 1d8+2
Assault Rifle 2d4+1*
Sub-Machine Gun (9mm) 1d6+1*
Sub-Machine Gun (Heavy Caliber .45 etc.) 2d4*
Machine Gun (Squad Support) 1d8+2*
Sniper Rifle 4d3 (d6/2)
* Indicates a weapon is capable of firing in 3 round burst mode or in fully automatic.
The 3 round burst: This gives a flat +1 to hit the target.
Fully Automatic Fire: This empties either half the weapons magazine or 15 rounds, whichever is lowest. Using this causes a -2 penalty to hit, but allows the firer to cover an area up to 15 feet across, and attack every target within.
Firing in either of these modes grants an extra hit to a random location for each +2 the attackers beats the 'to hit' number needed by.
Energy Weapons (Lasers, Dalek Ray etc) still use the normal hit success rules doing 4/L/L on a hit. The only exception been to limb hits where they do 4/8/12 indicating survivable hits to the extremities.
I have yet to work on melee combat, but I will do so. Tell me what you all think so far?
Regards
This is my first post on this site, and I wanted your opinions on some alternate, but more advanced combat rules I have come up with for DWAITAS. The campaign I am currently running has a fairly heavy UNIT involvement and has a horror feel to it. I am thinking of introducing the following rules, but they are quite rough and a work in progress, subject to change.
Damage Limit: Instead of attribute reductions characters have a new stat representing the amount of physical damage they can take. This is equal to the Strength score x2 + the Resolve score. Reaching 0 could equal death or incapacitation, depending on how the GM feels.
As an example the average Humans Damage Limit would be as follows: Strength 3 x2 + Resolve 3 = a grand total of 9.
The average Sontaran would be 18, ouch!
Ranged weapons damage does not increase with the amount the attacker beats the difficulty number by, a hit is a hit and the damage is randomly determined.
An optional rule is to multiply damage as follows by location. Round up and deduct any armour protection first:
Limbs x 0.5
Body x 1.0
Head x 1.5
Ranged Weapons Damage: Ranged weapons do damage as below, but the dice combinations that follow do the same damage range as the numbers listed in the book.
Arrow 1d4
Crossbow Bolt 1d5+1 (1d10/2 +1)
Flintlock Pistol 1d5+1
Pistol (9mm) 1d6+1
Pistol (Heavy Caliber) 2d4
WWII Rifle 2d4+1
Shotgun 1d8+2
Assault Rifle 2d4+1*
Sub-Machine Gun (9mm) 1d6+1*
Sub-Machine Gun (Heavy Caliber .45 etc.) 2d4*
Machine Gun (Squad Support) 1d8+2*
Sniper Rifle 4d3 (d6/2)
* Indicates a weapon is capable of firing in 3 round burst mode or in fully automatic.
The 3 round burst: This gives a flat +1 to hit the target.
Fully Automatic Fire: This empties either half the weapons magazine or 15 rounds, whichever is lowest. Using this causes a -2 penalty to hit, but allows the firer to cover an area up to 15 feet across, and attack every target within.
Firing in either of these modes grants an extra hit to a random location for each +2 the attackers beats the 'to hit' number needed by.
Energy Weapons (Lasers, Dalek Ray etc) still use the normal hit success rules doing 4/L/L on a hit. The only exception been to limb hits where they do 4/8/12 indicating survivable hits to the extremities.
I have yet to work on melee combat, but I will do so. Tell me what you all think so far?
Regards