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Rules Changes

Page history last edited by Michael 3 years, 8 months ago

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House Rules

 

Additions and Modifications to the Combat Rules

 

Character Actions

 

Characters may choose to take an Action or Actions during the course of a scene (or melee round, if in combat). During the “Statement of Intent” portion of the round, each player briefly declares their intended choice of action or actions for their character during that round.

“Statement of Intent” is declared in reverse DEX order, starting with the lowest DEX of the characters in the scene. Some of the possible actions a character may choose to attempt are:

 

Attack

An attack is defined as any action intended to cause harm to an enemy or an item through direct action. This includes active spells, throwing a grenade, setting off an explosion, turning on bright lights, grabbing a hanging rope and swinging into a group of pirates, and so on. At the designated segment for their DEX, the character rolls their attack chance, as modified by conditions, range, weapon of choice, etc.

 

Change Action 

A player may change his character's actions during the course of the scene or round at any time prior to the segment that their previously declared action would have taken place. This includes changing targets, weapons, direction or target of movement, etc. 

 

A change of this type incurs a penalty of a 5 melee segment delay in initiating the new action in addition to any time required to perform the new intended action.

 

Note 1: Changing an intended action to Dodge after the start of the round is not allowed.

Note 2: Initiating an action after successfully Rallying does not constitute a Change Action. However, the character that has successfully rallied takes their action(s) last in the round.

 

Dodge

A Dodge is a defensive maneuver to attempt to move oneself out of harm's way. The decision for a character to attempt a Dodge maneuver must be made prior to the start of the scene or round, and the maneuver takes place over the course of the entire round.

 

A Dodge maneuver provides a character with a defensive bonus of -25% to be hit (in addition to any applicable DEF(ense), and is applied independently against each attack, both melee and ranged, unless the attack is a surprise. Note: This is the only time that DEF(ense) may be actively applied against ranged attacks.

 

A successful martial arts dodge also allows a single parry chance or a half move away from the attacker(s).

 

While a Dodge attempt is normally always successful, a die roll of 96 – 00 (a fumble) will negate the maneuver and the character spends the round flopping ineffectively and wallowing in self-pity.

 

Maneuver

Actions such as climbing, jumping, hiding, handing or tossing something to a friend, and any other non-attack actions that may require a dice or skill roll to be successful. The action starts at the character’s DEX and ends after the required number of segments.

 

Move

An adventurer may begin to move on their DEX, unless they moved (walk, run, crawl, climb, etc.) all of last round, in which case they continue to move and therefore go first in DEX order in the new round.

If they start a new action, that action begins on the adventurer’s DEX in the order of action for the round.

 

Moving and attempting an action will delay the action due to a character’s movement always taking place before any action(s) being resolved.

 

                        Amount of Movement                         Delay

                            Up to 5 yards                                 No penalty or delay in resolving any action

                            6 to 10 yards                                 Any potential actions are resolved at half DEX rank

                            11 to 20 yards                               Any potential actions are resolved at quarter DEX rank

                            >21 yards                                     Only parries allowed

  

Parry

Any action intended to attempt to interpose an object between the attacking object and that which is being targeted for the attack. A parry is declared against a single melee (or thrown missile if using a shield) attack from the front or weapon side of the character attempting the parry.  Multiple parries in a single round may be attempted at -30%, cumulative after the first parry attempt.

 

Wait or Delay Action

Sometimes a character may choose to wait and hold off on their intended action(s) to see what opportunities may present themselves during the round (ex: Shooting at a newly revealed target of opportunity.). This is a statement of ‘no action until something specific happens’. 

 

A character must apply a single 'condition' to his actions. If the condition does not take place during the round, no action is taken. If the condition does occur, the player may initiate the action for the character first in the DEX order for the segment that the condition occurs or is observed to occur.

                                                                                                     

A Wait or Delay action can continue through more than one round, should the player so choose.  Note: Taking additional time to prepare to attempt an action, spell, or attack is not the same as Waiting or Delaying.

 

 

Preparing for an activity or attack

 

Drawing an item or weapon

Drawing a weapon or item from an accessible pocket, sheath, quiver, holster, or the ground takes 5 segments (approx. 1sec each) of the 12 in a round.. This includes readying it for use, or reloading a weapon with a ready round or magazine. Sheathing, holstering, or storing an item will take the same amount of time.

 

Note: Taking a new item out of or placing an item into a satchel, pack, case, or similar not easily accessible container will take double this amount of time.

 

Attempting a “Fast Draw”

Players may choose to have their characters attempt to ‘Quick’ or ‘Fast Draw’ a weapon in order to make an attack against an opponent without having previously made the weapon available.

‘Fast Draw’ attempts may only be made for weapons (typically pistols, swords, or knives) that are held loosely in a belt, in a accessible sheath, or in a belt or shoulder holster.

In order to make a successful “Fast Draw”, the character must make a modified DEX roll to draw the weapon and be able to use it without delay.

 

Drawing a pistol from an (unfastened) belt or shoulder holster - DEX x 3

Pistol from belt - DEX x 1

Knife from accessible (belt, chest, thigh, boot, etc.) sheath - DEX x 1

Sword from an accessible sheath - DEX x 1

Rifle (on sling) from shoulder or back - DEX x 1

 

Note: If the character has an applicable skill (Ex: “Fast Draw” or “Iaijitsu”) with a maneuver of this kind, they may choose to make a skill roll instead of the standard DEX roll.

 

If the Fast Draw attempt is successful, the character may make a single attack with the weapon at their DEX. This attack is made as a ‘Hip Shot”, so is at ½ character skill, prior to any range or other applicable modifiers. 

If the Fast Draw is not successful, the character must regain control of the weapon, taking 5 segments, and then make a single attack as a ‘Hip Shot”, so again at ½ character skill, prior to any range or other applicable modifiers.

 

Long or Extended Duration Actions

Some activities may take more than a single round to perform or complete. If this is the case, the additional action segments carry over to the next round. If a character states they are doing something that turns out to go beyond segment 12, the character generally may not make a new statement of intent until the end of the round in which the originally declared action will be completed. If a player chooses to have their character stop an extended duration action of this kind prior to its completion, the “Change Action” penalties will apply.

 

Taking Extra Time (in preparing for an action)

A player may choose to have their character take longer than normal to prepare for an action. Choosing to do so may increase the chance of success for that action. In general, a delay of one segment will add an additional +5% (or one point of magic) to that attempt. This increased chance of success may or may not vary from any bonuses or penalties that may apply in the case of aiming for an attack with a ranged weapon. 

 

Becoming Suppressed or Panicked

 

Defenders can be overwhelmed by combat situations and instinctively act to protect themselves from harm.

If during a scene or round a character is subject to one of the following attacks, they may become suppressed or panicked:

1)      A near miss from an automatic weapon

2)      More than one attack from a ranged (non-melee) weapon in a single round

3)      Has the bad luck to end up near (adjacent to the effects of) an explosive attack. 

 

The number of rounds being fired at the character during a round should be determined. If several attackers shoot at the same defender during the same round, the total number of shots being fired is added together. To resist being suppressed or panicked, the player must role under the character’s POW versus the total number of rounds being fired at the character.  

 

Examples:

1)      Vladimir Putwoeyski empties his Nagant revolver at Our Hero at point-blank range (2 shots in the round). Our Hero has a POW of 10. He needs to roll a 90% or less to not be suppressed.  

2)      The next round, Sonny Corleone strides in and fires his tommy gun at another of Our Heroes ("Top of the World, Mee Maw!"). Sonny fires a long burst emptying his magazine.

         Our Hero has a POW of 10 ("Wow, how did that guy even get a line of dialog?"  “Must be a Red Shirt”). Sonny’s long burst of 16 rounds is rolled against Our Hero’s POW of 10.

         Our Hero needs to roll a 20% or less to not be suppressed.

 

To determine the chance of being suppressed by an explosion, the amount of explosive damage in the same hex as the character is rolled against the character’s POW. If there is explosive damage in more than one of the hexes adjacent to the character in the same round, the total amount of damage in all of the adjacent hexes is determined and rolled against the character’s POW.

 

Example:

Fritz Ramstein fires his 20mm tank gun towards another of Our Hero(es) and misses. However, his 3 rounds manage to land in 3 adjacent hexes. His 3 rounds each do 1D4 damage to the hexes adjacent to their impacts. The GM rolls a 4, a 1, and a 2 for a total of 7pts.  Our Hero has a POW of 11. He needs to roll a 70% or less to not be suppressed.

 

If the resistance roll is unsuccessful, the character should be considered suppressed or panicked for up to 1D12 segments (or up to a full round). A suppressed or panicked character is unable to make attacks or take actions, immediately ceases any planned movement or actions (including a previously declared Dodge) and falls prone, or moves towards the nearest position of cover. A suppressed or panicked character is able to use their DEF(ense), if applicable.

 

Rallying, or Becoming Un-Suppressed

 

At the start of each new round of suppression, the character may attempt to ‘Rally’ or ‘Buck up, Lads!”.  Attempts to Rally are made by rolling POW x 3 or less as a percentile roll. With a successful Rally roll, the character is able to rally and subsequently begin to take action(s) again. However, the character will be the last to take action(s) in the next round that they are able to do so.

 

Example:

The evil Sonny Corleone attacks Our Hero with another long burst from his tommy gun. This time, he manages to suppress Our Hero.  A roll of ‘3’ on a D6 means that Our Hero is suppressed for 5 segments.

At the beginning of the next segment, Our Hero attempts to rally. Our Hero, who still has a POW of 10, would need to roll a ‘30’ or less to rally. Our Hero’s player rolls ‘53’ on percentile dice. Nuts! No luck. The following phase, which happens to be segment 12 (and the end of the current round), Our Hero rolls again to attempt to rally. This time, they roll a ‘37”. Oh! So close!

 

With the next phase, and the start of the new round, Our Hero’s Statement of Intent is “Attempt to Rally”. Our Hero rolls again, still looking for a ‘30’ or less. A ‘21’…. Yes!

 

As a result, Our Hero is now able to take an action again and get back into the fight. However, Our Hero will go last in the round, due to initiating their action only after finally making a successful Rally attempt.

 

Ranged Attacks

 

Note: All effects on base ranges are applied to the attack chance before any other attack bonus or penalty modifiers.

 

Extended Range Attacks                       

Attacks made with ranged weapons may be made against targets beyond a given weapons base range according to the following modifiers:

Beyond weapons base range and up to 2x weapons base range                1/2x character’s base attack skill                    

Up to 3x weapons base range                                                                      1/4x character’s base attack skill        

Up to 4x weapons base range                                                                      1/8x character’s base attack skill        

Up to 8x weapons base range                                                                      1/16x character’s base attack skill

 

“Point Blank” Attacks

Attacks made with ranged weapons against targets that closer than the characters DEX in feet are made at 2x base attack skill. Other attack bonus or penalty modifications may apply.

 

Targeted (or Placed) Attacks – Attempting to adjust the location of a successful attack:

 

A player may choose to attempt to adjust the target location for a single attack their character is making in a round.

For every 10% the successful attack attempt roll is made by less than the character’s base attack chance, the player may choose to adjust the result of the target location die roll (1D20) by +/-1.

(An example: Your character has a base (unadjusted) 60% attack skill and roll 30% for the attempt. This is 30% under your character’s skill. Therefore, you can modify the d20 roll on the hit location table by up to 3 locations.)

  

Other Ranged Attack Modifiers

 

Snap Shots

Characters may conduct pop up or snap shot opportunity attacks from behind concealing cover.

They will receive ½ benefit of any cover, concealment, or applicable DEF if they are successfully attacked that round. No Dodge or Parry maneuvers are possible for the attacker that round.

All snap shot attacks have a -15% modifier applied to them.

 

Aimed Attacks 

"Aiming" allows the shooter to fire once in a round at half their normal DEX, but with +10% to hit.

 

Bracing 

"Bracing" (taking extra time to prepare for an attack by placing the weapon on or against at hard surface) doubles the point blank and base ranges for the weapon and provides a +10% attack bonus.

The character then makes a single attack once at their normal DEX.

                                   

Weapons with Scopes:

By using a scope or other type of aiming instrument on a weapon, the extended range for the weapon is modified according to the magnification effect of the instrument.

A 2x scope doubles the extended range of the weapon.

A 3x scope triples the extended range of the weapon.

A 4x or greater scope quadruples the extended range of the weapon.

 

Modifiers for Pistols: 

Stocks: Some pistols can be used with shoulder stocks. An attack made with a pistol that uses a shoulder stock gets a +10% to hit modifier. 

Two-handed Grip: A character that uses both hands to hold their pistol receives a +5% to hit modifier. This modifier is only applicable if the character has a skill of greater than 25% with the weapon.

 

Multiple Attacks

Weapons which can be used to make more than one attack per round (mostly small handguns) have the chance to hit for the second attack halved; the third attack is at one-quarter chance; etc.

 

Off Hand Attacks

If a player chooses to have their character attack an attack with a ranged weapon held in their off hand, the character has their base chance to hit with that weapon halved.

  

Situational Attack Modifiers 

 

Target sleeping or unconscious – Miss only on a fumble or an attack roll >96%
Target helpless - +25% to hit
Target prone or surprised out of combat - +20%
Target SIZ >20 - +10% to hit per 10 SIZ
Target or Attacker is moving or riding an animal or mount: -10% to hit

Target or Attacker is in a moving vehicle: -25% to hit 

Target surprised during combat, attacking from target's blind side, attacking from above target, or "prepared attack" (waiting 1 full round to aim better) - +10%

Target or Attacker is riding an animal or animal-drawn vehicle: -10%

If firing through regular glass:-20%

Attacker or target is riding a moving vehicle at full speed: -30%

If firing through a moving vehicle windshield: -35%, and treat the glass as 1 point of armour.

 

 

Pulp Character Generation Changes

Pulp Skills

Pulp Combat Results (Specials and Criticals)

Pulp Vehicle Combat

Pulp Magical Combat

Pulp Automatic Weapons Rules

Pulp Encumbrance

Pulp Armor Examples

Penetration of Armor

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