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 HOUSE RULES & COMBAT REFERENCE

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JMecha



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Join date : 2012-11-29

PostSubject: HOUSE RULES & COMBAT REFERENCE    Sat Feb 02, 2013 12:50 pm

Common Combat
Difficulty Modifiers

Range
Range_______________Distance to Target______Modifier
Point Blank _______________0–3 meters_____________-5
Short________________3 meters to first value* ________0
Medium _____________First to second value*__________+5
Long ________________ Second to third value*________+10
*Values refer to values given in the weapon’s range listing.

Cover
Situation_________________________ Modifier
Light smoke/fog______________________+1D (+3)
Thick smoke/fog______________________+2D (+6)
Very thick smoke/fog__________________+4D (+12)
Poor light, twilight_____________________+1D (+3)
Moonlit night_________________________+2D (+6)
Complete darkness___________________+4D (+12)
Object hides 25% of target______________+1D (+3)
Object hides 50% of target______________+2D (+6)
Object hides 75% of target_____________+4D (+12)
Object hides 100% of target *

*If cover offers protection, the attacker cannot hit the target directly, but damage done to the cover might exceed the Armor Value it provides, and, indirectly, damage the target. Most of the time, the attacker must eliminate the cover before having a chance to hit the target.

Aiming: Aiming involves careful tracking of the target. Characters may perform it against moving targets, but they cannot themselves do anything else in the round in which they aim. Each consecutive round of uninterrupted aiming add 1D to the character’s firearms, gunnery, missile weapons, or throwing skill, up to a maximum bonus of +3D.

Prone and Crouching
Attacking a target that is crouched on the ground adds 1D (3) to the combat difficulty. If the target is moving while crouching, then the combat difficulty increases by +2D (+6), but the defending character’s normal Move, free Move, or running roll is halved. For prone targets, subtract 2D (6) from the combat difficulty when attacking at Point Blank or Short range, but add 2D (6) to combat difficulty when attacking at Medium or Long range. Characters who willingly get low to the ground or make themselves small may get into and out of the position as a free action. However, character forced into that position, such as a result of being thrown, need to make an effort to stand, which counts as an action

Combat Difficulty Modifiers
-----------------------Skill--------Damage
Option ---------Modifier--------Modifier
Firearms
Burst fire as single______0_______________-2D
Full auto______________-2D (-6)_________+2D
Single fire as multi_____-1D (-3)*_________+1D*
Sweep_______________+2D (6)__________-2D

* Modifiers are per additional round of ammunition, up to
maximum that the weapon holds.

Brawling, Melee Combat
All-out______________-2D (-6)_________+1D
Grab________________+2D (+6)_________*
Lunge_______________+1D (+3)________-1D
Knockdown, trip_______+2D (+6)_________*
Push________________+1D (+3)__________*
Sweep_______________-2D (-6)_________-3D
Tackle______________+1D (+3) __________*



All Attacks
Low gravity__________-1D (-3)__________0
No gravity___________-2D (-6)__________0
Heavy gravity________+3D (+10)________0

Called Shot
Target is...
10 to 50 centimeters long +1D (+3)      *
1 to 10 centimeters long +4D (+12)      *
Less than a centimeter long +8D (+24)      *
Other Modifiers

> The attacker is blind or blinded: +4D (+12) to the
combat difficulty.

> The target is blind or blinded or attacked from behind:
-4D (-12) to the combat difficulty.

Optional Damage Bonus
(To Hit - Difficult) /5 = Bonus Damage
Ignore if the Hit Location was an Arm, Hand, Leg, or Foot.

> Hit Locations
Modifiers

_________________ Difficulty____Damage
Option____________Modifier_____Modifier
Head______________+1D (+5)_______+12
Heart______________+4D (+15)______+12
Chest, abdomen________0____________0
Left or right arm______+1D (+5)_______-2
Left or right leg_______+1D (+5)_______-1
Left or right hand_____+4D (+15)______-2








Effects
At the gamemaster’s discretion, sufficient damage to a particular hit location can affect the target’s ability to use that part. Except for blows to the chest, the modifier lasts until the character heals that portion (which typically takes a few days, as Body Points or Wounds are recovered for the body as a whole, not just a specific part). When the medicine skill or a healing effect is applied, it can be specified to repair one particular location. Hit location modifiers are in addition to Wound level modifiers. If you are using them instead of the Wound level modifiers, then all -1 modifiers increase to -1D modifiers.
Chest: The character can do no more than passively defend in the next
round.
Foot or leg: -1 to all acrobatics, sneak, movement, and initiative totals.
Hand or arm: -1 to all acrobatics, brawling, climb/jump, melee combat,
missile weapons, sleight of hand, throwing, lift, and any other rolls involving
the hand or arm.
Head: -1 to all Knowledge, Perception, and initiative totals.

Acrobatic Tricks: Acrobatics can also enhance brawling and melee combat attacks. The character must perform the acrobatics trick and the attack on the same turn. The gamemaster determines the exact difficulty of the acrobatics attempt. The player may add one-half of
the difference (rounded up) between the difficulty and the successful acrobatics roll to the amount of damage done (not to the combat skill roll). One acrobatics trick roll can affect one attack only.

All-out: The character attacks with no thought to the consequences. This maneuver increases the chance of the character striking the target, but, in that round, the attacker cannot perform any other action at all— not even to actively defend.

Lunge: The character takes a step forward to jab at an opponent, usually with an edged weapon. This adds about a half-meter (more or less depending on the stride) to the range of the attack, but it lowers the effectiveness of the attack.

Knockdown/Push/Trip: Using brawling or a blunt melee weapon in the usual way, the attacker causes his target to stumble and, instead of taking damage, the opponent loses 2D from her next Agility or Agility- based skill roll. If this is a knockdown or trip attempt, she must also
spend one action to stand up again. Generally, unless the character has special training, he may only knockdown or push a character whose Strength (including Special Abilities or Disadvantage modifiers) is equal to or less than his own.

Sweep: These attacks, usually foot sweeps or roundhouses, are used when the character wants to make certain she hits the target, regardless of how much injury is caused.

Tackle: Tackling is much like grabbing, except that the attacker seeks to overcome the target entirely. Characters may perform this with brawling only. If successful or the target chooses not to struggle, the character captures the target and may, if desired, do normal damage. The target, meanwhile, may make no actions other than attempt to escape (see the escape rules herein). On subsequent rounds, the attacker may choose to do her Strength Damage only (no modifiers).

Grab: The attacker physically grasps a target. Few melee weapons allow this option, so it is used generally only in brawling attacks. What effect this has on the target depends on the type of grab. (The ones listed here are choke, flip, hold, slam/throw, and arm pin.) See the escape rules in this chapter for details on getting out of grabs. On subsequent rounds of a grab, the attacker may do his Strength Damage only (no modifiers except those from Special Abilities or equipment) if he defeats the victim’s escape attempt or if the defender chooses not to
resist. Some grab variations may offer other options.

Choke: Ropes and hands can cut off the target’s source of air. Damage on the first round equals the character’s Strength Damage plus any modifiers. See the general grab rules for damage on subsequent rounds.

Flip: The character reaches out, grabs his opponent’s wrist, arm, leg, or similar body part, and jerks violently, causing the opponent to fall to the ground. The opponent takes 3D in damage from slamming into the ground and must spend the next round getting to her feet (if she can).

Hold: The character does less damage (-3D or more, at the player’s option, to the damage total), but she has hold of the target with a successful attack.

Slam/Throw: The character grabs or picks up his opponent and hurls him into the ground, a wall, a bus, or another obstacle. Lifting the opponent counts as an action (using the lift skill), as does slamming or throwing the target (which uses the throwing skill). The character must be strong enough to pick his opponent up to use this maneuver. Once slammed into an object, the target takes the damage score of the object (usually determined by its Toughness, but the game master may adjust this) plus the attacker’s Strength Damage. The object being slammed into takes the Strength Damage of the opponent.

Arm Pin: The hero grabs his target’s arm and forces it around behind her, pinning it there. After the first round, the player has three choices as to what his character can do. Each option counts as a separate action.

> Option 1: The character does his Strength Damage only for each
round he has the arm pinned.

> Option 2: The character tries to break the opponent’s arm. The
attacker must make a successful Strength or lift roll versus a breaking
difficulty.

Against an opponent who does not resist, the difficulty equals 2 times the target’s Strength or lift die code plus the pips plus any relevant protection. Failing to beat the breaking difficulty in this case means the target takes damage as in option 1. Should the target chooses to resist, she may make no other action in the round, but she may move her turn up. Instead, the player rolls her character’s Strength or lift and adds 5 and any relevant protection to the total to generate the breaking difficulty. Failure by the attacker to beat the breaking difficulty in this case means that the target escapes and may freely take action on the next round.

> Option 3: The character may attempt to force the target to the ground while maintaining his hold on the arm. The attacker rolls his brawling against a submission difficulty. If the opponent does not resist, the submission difficulty equals 2 times her Agility die code, dropping the pips. Failing to beat the breaking difficulty in this case means the target takes damage as in option 1. If the target chooses to resist, the opponent may make no other action in the round, though she may move her turn up. Instead, the player rolls her character’s Agility and adds 5 and any relevant modifiers to the total to generate the submission difficulty. Failure by the attacker to beat the difficulty in this case means that the target escapes and may freely take action on the next round.







> Scale
Participant Size Value

Small moon 96
Star freighter 50
Space yacht 46
Eight-story building 24
Four-story building 20
Two-story house 14
Tank 10
Average personal transport 6
Motorcycle 3
Average Human 0
Small Human child 3
Briefcase 6
Laser pistol 9
Palm computer 12
Cred-key 15
Computer chip 21

For most cases, use these rules: If the
attacker is larger than the defender, then the
scale modifier is added to the combat difficulty
and the damage total. If the attacker is smaller
than the defender, then the scale modifier is
added to the attacker’s combat skill total and
the defender’s damage resistance total.
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PostSubject: Re: HOUSE RULES & COMBAT REFERENCE    Sat Feb 08, 2014 2:06 am

HOUSE RULE: Full Auto and Sweep
((GM Note: Apologies, maybe it's my inability to think past old Shadowrun modes of fire or maybe I just don't like the translation, but I've decided to alter rules for Full Auto and Sweep. I've kept it easy, using 2D as the over dice modifier for both sets. Please see new ruling below))

FULL AUTO-
The user flips the weapon to full auto and unleashes a barrage of ten energy bolts (or other ammunition) at a target, ensuring serious damage. While its harder to control the kick of the weapon as well as hone in the hail of gunfire, it guarantees that a majority of the deadly bolts will land on its target.

FULL AUTO- SKILL MODIFIER: -2D to attack    DAMAGE MODIFIER: +2D AMMO: 10


SWEEP-
The user flips the weapon to full auto and rains down a storm of ten bolts (or other ammunition) in a spread arc at a target, ensuring that at least one of their discharges makes contact.

SWEEP- SKILL MODIFIER: +2D    DAMAGE MODIFIER: -2D AMMO: 10

Side Note: Remember, All carbines, rifles and heavy rifles are considered to be on default burst mode, which allows them to inflict the serious damage that they do. Each shot from these weapons should always be using 3 bolts of ammunition. If a character wishes to conserve ammunition with one of these weapons, they may use the "Single Fire as Multi" rule on page 81 of the D6 Space Book (-6 (-2D6) Difficulty Modifier, -3D to Damage).
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PostSubject: Movement: Swimming to Rocket Packs   Fri Sep 05, 2014 10:06 am

HOUSE RULE: In order to keep elements of a 5 second round logical, and in order to not abuse movement rules, any character may only make one additional running, jet-pack, vehicle, levitation, swimming, jumping, climbing check per round. These can be used in combination, so long as they are not abusing the system (GM's call).

Example

CAN NOT DO (Abusing the System):
Traiden is outnumbered by museum guards, and must get out of the facility he's broken into pronto. Initiative is rolled, and Traiden gets to go first. Traiden takes 5 actions in order to retreat. His first action is to take his natural 10 movement. His second action is to make a run check in order to create more distance. His third action is to then jump in order to steal a few more squares on the map. Then for his fourth action, he decides to crawl (crawling 1/2 base movement). Finally, for his fifth round he tries to crawl on the walls with his magnetic boots (climbing is 1/2 base movement).

CAN DO (Considered Legal):
Shannahan is outnumbered by robots within a tall missile launch silo. With nowhere to escape but the massive opening on the top of this ten floor tube he's in, Brutus takes four actions. In his first action, he takes his natural 10 in order to get closer to the missile silo's wall. He then takes a second action to activate his jet pack, flying 100 up and close to the climbable silo wall. He then takes a third action and rolls climbing in order to grab and climb the wall higher. With his fourth action Shannahan has no more sensible movement options, so he instead removes his laser pistol from his equipment belt so that he can begin shooting downward towards the robots next round.
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PostSubject: Re: HOUSE RULES & COMBAT REFERENCE    Fri Sep 05, 2014 10:24 am

Stun Damage

In the D6 main rule book, Stun Damage can be a scary thing, and is a bit too overpowered. All a user of a stun baton or stun rifle needs to do is roll their attack. If they successfully hit, they then roll damage, subtracting a roll of the target's STRENGTH or STAMINA from the damage total. If the victim suffers at least one point of damage, they go unconscious. This makes Stun weapons unnaturally scary as most damages will far outmatch the average character's STRENGTH or STAMINA.

IE:
Derek "The Doppleganger" has found himself in prison again, but after months of planning his big break, he finally decides to make his move. He uses a homemade lockpick to break through the prison's basic door, but unfortunately, there is a security guard waiting just outside. Derek moves first, running down the hall in order to create distance between he and the guard. However, he is by no means out of the security guard's range. The guard aims his stun rifle and takes a single shot at medium range. He successfully hits. The stun rifle does 5D stun damage. The guard rolls and gets a 15, an average roll for 5D damage.

Next, Derek rolls his 4D+2 Stamina (an above average Stamina). He rolls 12, and then adds his +2, giving him 14. Oh, too bad, you missed it by one. You are now unconscious.

HOUSE RULE
In order to make stun weapon rules both simple and fair, the new stun rules will be as follows...So long as the weapon has a stun capability, the characters roll attacks as usual. If the attacker with the stun weapon successfully hits, they roll damage as usual, and the defender rolls STRENGTH or STAMINA instead of armor (most stun weapons are electric pulses that go straight through most armors unless electricly-resistant). If successful, add damage as usual (Stun, Wound, S. Wounded), which stacks with normal damage. If a stun weapon does enough damage to put someone at Incapacitated, M. Wounded, or Dead, the weapon is instead capped off at Incapacitated. It can not M. Wound or Kill.

IE:
Derek "The Doppleganger" has found himself in prison again, but after months of planning his big break, he finally decides to make his move. He uses a homemade lockpick to break through the prison's basic door, but unfortunately, there is a security guard waiting just outside. Derek moves first, running down the hall in order to create distance between he and the guard. However, he is by no means out of the security guard's range. The guard aims his stun rifle and takes a single shot at medium range. He successfully hits. The stun rifle does 5D stun damage. The guard rolls and gets a 15, an average roll for 5D damage.

Next, Derek rolls his 4D+2 Stamina (an above average Stamina). He rolls 12, and then adds his +2, giving him 14. Derek only takes one point of damage, which does not stun him.

However, the security guard has a second action, and fires again. He hits again, and this time when he rolls 5D stun damage, he gets a six on his wild die, for a total of 24 points of damage.

Derek rolls his Stamina again, and gets a 1 on his wild die for a total of 6. That means Derek is taking 18 more points to the 1 point of damage he already has. Because Derek does not have many body points, this puts him at Mortally Wounded. However, because stun weapons cap out at Incapacitated, Derek merely falls unconscious.


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PostSubject: Re: HOUSE RULES & COMBAT REFERENCE    Sat Jan 31, 2015 1:05 pm

Languages
Since the languages skill merely determines what a character want to express or understand when interacting with creatures who speak other languages, a house rule has been made to also allow players to gain languages that they understand. For every 1D a character has in the "languages" skill, they may choose a language that they read, write and speak fluently (though this does not mean that they don't have an accent unless they specialize in the language). Below is a list of the most common languages divided by galaxies.

MILKYWAY GALAXY
Terran Common (spoken by 85% of the Terran population)
Earth Ethnic languages such as Japanese, Native American, etc. (very rare and outdated)
Ullitor
Solin
Naga

HEXISAN GALAXY
Hexisan Common (spoken by 70% of the Hexisan population)
Altarian
Novacon
Balidar
Eleshani
Rasari
Athioc
Canthion
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