Combat rules:




On this page, you will find the basic rules for shooting and movement as well as the optional rules for both.

Common shooting:


In principle, every handgun and rifle (that applies to the skills tested, not necessarily on the exact type of weapon) can be shot in two, often even three different ways. Details hinge on the weapon.


The rules that apply to heavy weapons are further in the back.


1.) Unaimed firing (common firing)


The character fires a single shot at the enemy.
If he hits, he does damage.
If he hits critically, roll a D6 to see where exactly he hit.


1-2 = Hit on the torso
3 = Hit on the legs
4 = Hit to an arm
5 = Hit to the head
6 = Hit to the weapon


Critical hits ignore armor and do double damage. Furthermore they cause wounds: details on that further back under critical hits.



2.) Aimed shooting


The character takes a bit more time aiming, the shot costs at least one AP more and the player decides what the character is aiming for. For every other AP the player pays for the hit, the hit chance increases by 10 points.


Important: it's imperative to state by how many AP one increases the price of the shot to raise the hit chance, before one rolls.


Since one aims not at the whole target, but only a small part of one, the hit chance decreases as follows:


When aiming for the head by 50 points.
When aiming for the legs by 40 points.
When aiming for the weapon by 35 points.
When aiming for an arm by 25 points.
When aiming for the torso by 5 points.


The chance of a critical hit is increased by half of the difficulty stated above (the one for aiming at a specific body part). Furthermore, it's obviously immediately clear where the damage was made. If a character hits critically when shooting for the head, the target will not suffer a broken leg. The dice roll to check where the wound is inflicted can be ommited.


The increased probabilities for critical hits are as follows:


When aiming for the head by 25 points.
When aiming for the legs by 20 points.
When aiming for the weapon by 18 points.
When aiming for the arms by 13 points.
When aiming for the torso by 3 points.



3.) Burst shooting


The character shoots a burst. This is only possible with automatic weapons. With most submachine guns and assault rifles this means 3 shots. With many weapons this varies with every gun. Please look up the details in the weapons list. Burst length is usually written under the AP costs.


The fundamental reduction when firing a weapon fully automatic weapons that counts among the handguns or the rifles is: -25 points


Various tunings, traits and bonuses can reduce and even eliminate this reduction. For each point on strength that your character lies above the minimal strength, the reduction decreases by 10 points – but only to the point at which the disadvantage for bursts is negated. The third point in strength that your character lies above the minimal strength gives them therefore only +5 points.


Tests on hits will occur for every single shot of a burst, in other words, three times for most handguns and rifles. If a test is successful, this shot is a hit. It's damage is detracted, as is the armor modification, then the next shot will be rolled.


If a shot is a critical hit, please use the rules for critical hits for unaimed firing.




4.) Minimal strength and machine guns (Heavy weapons)


In principle you can use a weapon without reductions only, when your character fulfills the strength requirement of the weapon.
Each point of strength that he lies below, handicaps the test by 20 points. This of course does not only apply to heavy weapons but to all firearms.


The base handicap for shooting machine guns and gatling guns (in other words, the fully automatic firearms that fall under the heavy weapons skill) is 30 points.


Various tunings, traits and bonuses can reduce and even eliminate this reduction.


The handicap applies to each and every shot of the burst.


For each point on strength that your character lies above the minimal strength, the reduction decreases by 10 points – but only to the point at which the disadvantage for bursts is negated.


This handicap applies to shooting the weapon while holding it in your hands. If you fire the gun from a rest, like a bipod or tripod, please look at the rules concerning these. You can find them in the tuning rules.


5.) Flame throwers


Flame throwers fire a stream of flammable liquid, usually napalm. This stream burns relatively long on target, it's very hot and very difficult to extinguish.


The most common source of napalm in post apocalyptic California are military M12 Napalm-Tank sthat were used by the military as ammunition. Each tank stores enough napalm to fire continuously for 8 seconds.


In principle it costs 5 action points to fire this stream for one second. After three rounds the napalm has burned out. The damage taken per round is as follows:


Round: 2 D10 + 5 Fire damage

Round: 1 D10 + 5 Fire damage

Round: 1 D10 Fire damage


If one fires on the target again in the next round, the damage taken begins anew like in the firs
tround.

Common movement:


The following rules concern running, turning, climbing stairs and ladders and the most basic search for cover. This shortens combat and keeps it simple, while giving you, the players, the most basic framework. It is advisable to use some of the optional rules as well.


Every human character can move 3 cm per action point when walking forward, unless they are somehow wounded and therefore slower, for example due to a leg wound. 3 cm correspond more or less to a meter.


Each turning that is more than 45 degrees in one direction and less than 91 degrees, costs one AP.  A full turn about costs 2 AP.


If a character climbs stairs or ladders, the cost is one AP per 2 cm.



Common cover finding and using:


A character can move into cover behind an appropriately high possibility (at least hip high), for example behind a rock, but also with his back to the wall. This action costs two AP.


The character can fire without leaving his cover, by just holding the weapon out of the cover and firing unaimed in the rough direction of his enemy, but this is only permissible in the ranges CQC and close range.


In CQC he receives a handicap of 20 points, in close range of 35 points.



If the character leaves his cover for a moment to shoot, the shot costs one AP more and the character does not receive a handicap.


Fully leaving the cover costs another AP.


A covered character isn't completely protected: The attacker does have a handicap of 40 points one very covered character, exempting characters that react.

Optional, further combat rules:



The following rules are optional rules, that are often directly connected to the movement rules. The aim of these rules is, to make combat more dynamic. One does not have to use these rules, but it's recommended, if one wants more dynamic and suspense.



Initiative:



The initiative value decides in which order the characters start their combat rounds. The character with the highest value starts, followed by the next highest...


The initiative value of a character is based on the initiative base value and a D6 roll. It's rolled before the first combat round. If a different character initiates combat (for example a sharp shooter, that's invisible to the other characters at the moment or a character that already has his rifle aimed
and at the ready) this character receives a special bonus, decided upon by the master, in addition to the D6 roll.


The initiative base value is: AG + PE + (LU:2)


The complete initiative value is: AG + PE + (LU:2) + 1D6 + master bonus



Reaction:


A character can sacrifice his combat round and stay in place without firing. They must forgo all their AP. If an enemy enters his line of shot in a 45° cone in front of the character, that means his two best ranges (the ones he gets the most bonuses on, thanks to his weapon), the character must
pass a test on perception (that might or might not be handicapped or easier) to check if they notices this opportunity in time.


If they pass the test on perception, they get immediate access to all their sacrificed AP and can now fire on that revealed enemy, thereby interrupting the enemy's round.


If they don’t pass the perception test, they receive further tries if more enemies pass their line of shot.


If the character fights, flees or stays in place is of course the decision of the player. However, there is only one interruption permitted per combat round, even if the character still has action points left after shooting (or hiding) or another enemy enters his line of shot.


A character using Reaction may only use one interruption per combat round, even if they have enough AP left for firing a second time.


Covering fire:


Similarly to reaction, a player can sacrifice the round of his character for an action in the round of a different character. Like with reaction, this costs all AP of the round and no AP may already have been used for a different action.


For covering fire, the character must be positioned in such a way, that it looks on the enemy cover, for example the hip high rock, and it must have a fully automatic or weapon.


If for example an ally of that character can't move, due to the enemy covering behind the rock, the character giving covering fire can shoot at and around the rock.


If the enemy tries to leave his cover anyway, the player of the character giving covering fire, rolls a luck test. If he succeeds exactly or by one point better, he hits once. If he succeeds by several points, he hits this amount of shots. An average character with luck 5, can therefore hit a maximum
of 4 shots at once.


Covering fire costs 10 shots and can only be done with fully automatic guns, that have at least this amount of ammunition.




Changing pose:


The common movement rules apply only to standing characters or at least to characters that move upright. With this optional rule, characters can crouch – or go directly prone.


Each change in pose costs two action points and we distinguish between 3 poses: upright, crouched and prone.


Going from upright to prone costs 4 action points, as does standing up from prone.


The great advantage of changing pose is that one gives the enemy a smaller target. Shoots an enemy with a 75% hit probability (that is, including skill, range factors, possible tunings and all other bonuses and handicaps considered), on a crouching character, his hit probability sinks by a third.


For a prone character, it sinks by half.


In this example this would mean either 50% or 38%.


The disadvantage is of course, especially when prone, that the average enemy is more likely to hit the head, since, when looking at the enemy from the front, he only sees the arms and head. If the enemy hits critically, the master decides how the “invisible” body parts are distributed most fittin
gto head and arms.


Furthermore, crouched characters only move 2cm per action point, prone characters only 1 cm per action point.


Also, characters that aren't in an erect pose, can't defend against close combat attacks.




Jumping:


from one flat roof, across an alley to the next, or that one jumps across a small ditch. When a character jumps, he has to perform a test on acrobatics, that, can be alleviated or handicapped by the master, depending on the situation.

A good reason for an alleviation would be, that the jump is far inside the maximal jump distance of the character, in which case alleviating it by 10 points per meter that's “left over” would be quite sensible.


The maximal jump distance depends on whether or not the character jumps out of a run, or if he was standing still.


When jumping out of movement: (ST + AG) : 2
When standing still it calculates as: (ST + AG) : 6



IMPORTANT: When characters jump, the player must describe it in a way that makes clear if there should be alleviations or handicaps and exactly what he tries to achieve. This is especially true for extravagant maneuvers like special rolls, jumping kicks and shooting guns while jumping and
everything else players might come up with, with which we can't reckon here.



Running:


A normal, human character can, as described above, move for 3 cm per action point in combat. If you use the optional running rule, it can move for 4.5 cm per action point, but, since they will have lost their breath, that will have negative consequences for subsequent rounds.


After running, the player must test on body control. If the test succeeds, the character is only out of breath for the following turn, namely with a handicap of 10 on every roll.


If he doesn't succeed, he's impaired for action points spent running : 2 rounds (rounded up). -20 on every roll during that period of rounds.


If they succeed the tests luckily (that is, withing the points they have on luck), it's not impaired at all and receives no handicap whatsoever from running.


If he fails the test critically, the handicap is doubled: 40 points for as many rounds as the character spent AP running.




Beidhändiges Feuern:


Firing ambidextrous, in other words, firing a gun in each hand, is possible, but strongly handicapped for most characters. There is a level 6 perk, ambidextrous, that negates that handicap completely, however.


Basically, the minimal strength of the gun used is raised by 1, aimed fire is impossible, the two shots fired (or two bursts) count as one shot, in so far as action point spending is concerned and cost one AP more. If the guns used differ on AP costs, the cost used as basis is the higher one.


Like with a normal burst, each shot is rolled by itself, both for hitting at all as well as for the damage.


Furthermore, it's differed between shooting two equal weapons, two similar ones or two completely different ones.


When shooting two equal guns, the handicap is 25 points.


When shooting two similar guns (those would be in the same column in the list below) the handicap is 40 points.


When shooting two completely different guns (those would be in different columns in the list below) the handicap is 55 points.


Revolvers Pistols Energy weapons Machine pistols Oversized
Peacemaker 10 mm Pistol Plasma pistol MAC-10 .223 Pistol
Ruger Redhawk .454 Colt 1911 Laser Pistole (civilian) Micro-Uzi Sawn Off
.44 Magnum Revolver Five-SeveN Laser Pistole (military) Brahmin-Thumper
Leftover recycler Browning pocket pistol Puls Pistole Winchester Pistol
.45 ACP Revolver Desert Eagle
Browning High-Power
Mauser C96

In terms of weapons, that normally require two hands to fire (in other words, everything that falls under the heading of rifles and heavy weapons) it's quite similar, only the characters have to be really strong. The minimal strength of each weapon is doubled. In other words, this trick is basically
only performed by super mutants and power armored people.


When using two equal guns that fall under this heading, the handicap is 25 points.

When shooting two similar guns (those would be in the same column in the list below) the handicap is 40 points.
When shooting two completely different guns (those would be in different columns in the list below) the handicap is 55 points.

Submachine guns Rifles Shot guns Assault rifles Energy weapons Sniper rifles
American 180 Hunting rifle Auto 5 AK-112 Laser Rifle Sniper rifle
Mx4 Storm Garand Poncor Jackhammer AR 15 Pulse rifle Dragunov
Bizon Gauß rifle Hunting shotgun ARG-AR Lathi
P90 K98k Widowmaker Lead storm Springfield '03
MP-5 Revolver rifle L85
UMP Winchester 73 FAMAS
STEN Winchester 95 G3
Grease Gun M 14
Tommy Gun Ruger Mini 14
SG 552
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