Combat rules

by DM B  

Some new rules:

- if you get hit with a lethal weapon you will always take at least 1 Wound in damage, no matter how high your Toughness Bonus is (it makes sense that you take LESS damage, but being hit with a gun/sword/whatever will always do SOME damage).

- the exception is if you're wearing armor; if you have at least 1AP (after modfication from penetration) damage CAN be reduced to zero.

Example: A stub automatic (a common low-tech weapon - much like a 21st century automatic pistol - found everywhere) does 1d10+3 damage.

If shooting at someone with TB 6, the weapon will do at least 1 Wound with each hit, even if you roll a 1, 2 or 3 (basically you get a damage spead of 1+1+1+2+3+4+5+6+7).

If a normal TB 3 person put on a flak vest (AP 4) for a total damage reduction of 7, the situation would be different. Any roll of 4 or less would result in zero damage.

It's a small and subtle rule change, but one that is important.

7 comments

Comment from:
Dreck wrote: Thanks for the info, it was really useful. I agree with central ideas and look forward to seeing what you post next. Maximilian writes: For the time being the rules feels fine. I'm happy that you not implementing advanced tables of reduced AP by penetration damage. Keep it simple is a mantra to use in game-sessions. How you as our game-master perceive situations and give judgement is probably another thread AND certainly are your disCREATION. (Discreation, get it ;p , pun intended) Then again by opening for subjective interpretations you may create a diffiCULT road to handle. (DiffiCULT, you know who I'm hinting at. (Whink, whink.) I guess what I'm trying to say is that the rules seem playable enough.
01/12/10 @ 23:39
Comment from:
:-D Ranged weapons can be fired in three modes: Single Shot Semi-automatic/burst Fully-automatic SINGLE SHOT (Half Action) - A single shot. Useful because you can use the AIM action with it. SEMI-AUTO/BURST (Half Action) - Either several shots on semi-automatic or a short controlled burst +5% to hit PLUS +5% to hit for every full 5 ROF (so a weapon with 2-4 ROF will be +5%, a weapon with 5 ROF is +10%, and a ROF 10 weapon is +15%) FULL-AUTO (Full Action) - A longer (but still aimed and controlled) burst. +10% to hit PLUS +10% to hit for every full 10 ROF (so a weapon with 6-9 ROF will be +10%, a weapon with 10 ROF is +20%, and a ROF 20 weapon is +30%) When using Semi/burst and full auto you get one extra hit PER 2 DEGREES of success. This rule tweak makes it possible to portray both semi-automatic fire from pistols and military rifles, while also simulating the effects of rapid-fire support weapons (and nasty xenos guns!), WITHOUT changign the whole system.
01/15/10 @ 14:56
Comment from:
Range brackets: PB 3m (+30%) Shot x0,5 (+10%) Medium x1(+0% - The listed range) Long x2 (-10%) Extreme x4 (-30%) Max x8 (-60% - NEW) A typical stub pistol would have a range of 20m, a stub rifle 60m, autogun/lasgun 100m, a sniper rifle 150m (or more).
01/18/10 @ 12:43
Comment from:
Hit locations: A roll of double now hits a weak spot in the armor (yes, no armor, even PA is equally protected all over, there are always joints or other weaker spots). Location Percentage Roll Doubles Head 10% 00-09 00 R. Arm 10% 10-19 11 R. Leg 15% 20-34 22, 33 Body 40% 35-74 44, 55, 66 L. Arm 10% 75-84 77 L. Leg 15% 85-99 88, 99
01/18/10 @ 12:45
Comment from:
Typical armor AP values Flak 4AP Xeno mesh suit 5AP Mesh weave 6AP Light carapace 7AP Carapace 8AP Light PA 8AP Power Armor 10AP Astartes PA 12AP For comparison purposes... Exo-armor 15AP Terminator 18AP AP slightly upgraded to make armor even more useful (given new rule for weak spots, increased weapons dam/pen). Always remember that its not just armor value alone that keeps you safe; its your TB + AP that's really relevant. Example: The typical Space Marine has 20 points of damage reduction; 8 from TB and 12 from armor. If you're firing a lowly autogun or lasgun on him you need to hit weak spots (by rolling doubles or doing advanced called shots) or hope you roll that '10' on the damage dice and just keep on going from there. Alternatively shoot him in the head with a melta-gun and see a invincible Astartes burn! Example 2: Haxtes is TB 4 + Xeno mesh with 5 AP. That's a damage reduction of 9 against typical firearms (1 or 2 less against las-weapons and autoguns). Enough to keep him relatively safe. Maxi is TB 6 + Enforcer carapace with 7 AP. He can actually afford being hit even by rifle-type weapons (ont he other hand he's slower, less agile, and not very stealthy).
01/18/10 @ 13:04
Comment from:
Weapons: Slug-throwers (of various kinds) are by far the most common weapons. Las-weapons come in second. Weapon dam/pen has been upgraded somewhat. A lowly stub revolver/automatic will do 1D10+4 I (Impact) Damage (he same as a sword - both are dangerous, but not automatically fatal). A heavy pistol (akin to a .44 magnum) is 1D10+5, while hand-cannon is 1D10+6 with Pen 1 (think .50 cal). This assumes standard ammunition. Against a TB 3 person (normal human with 10 Wounds) without armor the normal gun will do 1D10+1 damage. I.e 50% chance of Light Wound (2-6 damage), 40% chance of Heavy Wound (7-10), and 10% chance of Critical Wound (11+; roll of 10, which will often cause you to roll for more damage). For each +1 damage these chances shift by 10%. With a hand-cannon its a 30/40/30 - starting to get quite deadly. Rifles do more damage and have better pen values of course. Heavy weapons even more so.
01/18/10 @ 13:18
Comment from:
The gist of it all is that even lowly flak armor (which is really a super-advanced kevlar-type material) your chances of survival are greatly improved. Especially since enemies might be using manstopper rounds that are weak against armor, but do extra damage... RULE: Always bring your guns, but don't skimp on armor (even if its just an armored skinsuit with 2 AP).
01/18/10 @ 13:21


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