Combined Action Table
---------------------
Average Skill | Bonus
| 1D | 2D | 3D | 4D | 5D | 6D | 7D | 8D | 9D |
P C 2 | M | M | E | E | E | VE | VE | VE | VE | +1D
e o 3 | D | M | M | M | E | E | VE | VE | VE | +1D+2
o m 4 | D | M | M | M | E | E | VE | VE | VE | +2D
p b 5 | D | D | M | M | M | E | E | E | VE | +2D+2
l i 6 | D | D | M | M | M | M | E | E | E | +3D
e n 10 | D | D | D | M | M | M | E | E | E | +4D
e 15 | VD | D | D | D | M | M | M | E | E | +5D
d 20 |
25 |
Command Difficulty
Autofire Rules
Rules applies to weapons able to fire more than one shot per action and when
using such weapons for supression fire. When shooting short bursts on a single
target use the Burst Fire Rules for simplicity.
1. Decide number of shots to fire and the area covered.
2. Using shots fired as "People Combined" and Skill as "Average Skill"
roll vs "Command Difficulty" with weapon skill, if the roll was
unsuccsessful go up in the table until the result beats the difficulty.
(at least one shot will hit the desired area).
Wild Die: a one means that one should reduce the to hit rolls with 1D.
a six means that one should add 1D to the hit rolls below.
3. To hit rolls are made with the weapon skill plus the Bonus minus the
number of square meters covered in dice versus the range difficulty
and/or the Dodge roll of the opponent.
4. If someone gets hit the damage is rolled with the Bonus added to the
Damage code of the weapon used depending on howe many shots that hits
(1 shot no bonus, 2 shots +1D, 3 shots +1D+2, 4 shots +2D (max)).
5. Number of rounds fired is reduced from the ammo!
6. Shots not hitting anybody in the area or not hitting the desired area
can hit something else - the GM decides what.
Example:
PC with LRB (6D) with 6D Blaster skill fires 10 shots at a 2m^3 door.
PC Rolls 6D vs Moderate Difficulty.
The STs in the door (3) all must roll Dodge+Range diff. vs 6D (6D-2D+4D)
to avoid being hit (a succsessful Full Dodge means that NO shot hit).
The first idea is that an untrained rookie will have difficulty hitting even the
target area but a trained expert can put all shots within the area and will
have a good chance of hitting someone stupid enough to put his head up, the
second is that the chance of hitting is a function of how many shots there is
in each square meter.
Autofire is mainly used as suppressionfire to keep the ememy busy while the
supported mate/section/squad gets into cover, or at short ranges with many
opponents.
Burst Fire Rules:
These rules applies to weapons fiering 2,3 or 4 round bursts.
The bonus dice is added to both the to hit and the to damage roll (1D, 1D+2 and
2D respectively), when sighting the to hit bonus is reduced to 1/2 normal bonus.
Some notes:
Repeating Blasters Damage COULD be reduced by 1D before using these rules.
The +2D damage bonus limit is for game balance the GM may adjust this limit.
The "Fire-rate" given for some weapons is the maximum number of shots/action.
To make things harder the GM can reduce the skill roll with 1 pip for every pip
of strength under the weapon damage for every 4 or 5 shots fired ("recoil").
Dodge rolls must be made by everyone thats in the area fired upon, the dodge is
a "full" dodge exept if the person doing the dodge makes a succsessful Willpower
roll just as a full dodge. example:
PC gets shot at by a LRB the to-hit roll is made with 4D and its short range
(Easy) the PC has 3D willpower and decides trying not to dodge (s)he rolls
3D+Easy vs 4D, if the roll is succsessful the PC can act normally for the rest
of the round (doing combat dodges, shooting back, ..) if the roll is
unsuccsessful the PC must do a full dodge and looses all actions not already
performed in this round. The Willpower roll is an action !
Copyright 1996 by Arne Lindström