Cthulhu Rising Combat Reference.pdf

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COMBAT REFERENCE:
This section covers rules amendments to the combat system, which itself is an amalgam of the CoC and RQ
combat systems. From CoC come rules relating to ranged weapons, automatic weapons etc. From RQ comes
the strike rank and hit location systems.
THE COMBAT ROUND:
STRIKE RANKS:
A standard combat round in Cthulhu Rising is
10 seconds long, and is split into segments
using the Runequest 3 Melee Strike Ranks
system. In this system, there are 10 Strike
Ranks (SR) to a melee round (or combat
round), each one second long.
COMBAT ACTION RESULTS:
ATTACK:
A PC can make a number of missile attacks
dictated by his/her weapon of choice. In
melee, he/she can make one attack, and one
parry during a combat round, unless their skill
is greater than 100%.
COMBAT ACTION RESULTS TABLE:
POSSIBLE ACTIONS:
Aside from non-combat actions, a Player
Character (PC) can normally perform a
maximum of two of three possible combat
actions during a combat round: Attack, Parry,
and Dodge.
Success:
Result:
Critical:
Attack does maximum possible
damage, plus any modifier, ignoring
armour. If a burst from an automatic
weapon, only first hit deals this critical
damage. Target suffers automatic
Knockback (see later).
WHEN TO ACT:
A PC acting during a combat round must start
on the strike rank equal to their DEX strike
rank.
Special:
Attack does normal damage plus any
modifier. Impaling weapons (bullets,
thrusting weapons) deal double rolled
damage plus any modifier. If a burst
from an automatic weapon, only first hit
deals this impaling damage. Target
suffers automatic Knockback (see
later).
STRIKE RANK MODIFIERS:
Description:
SR Modifier:
Normal:
Weapon does normal damage. If
damage is greater than target’s SIZ,
then target suffers Knockback.
Surprised by an enemy
+3
Drawing a weapon
+3
Failure:
No damage.
Altering intent
+3
Fumble:
No damage. Attacker suffers effects of
roll on Fumble table (see later).
MOVEMENT DURING MELEE:
Most humans can move 3 metres during each
strike rank. At this speed, an individual can still
dodge some hazards, and have time left over
to do some fighting of their own.
PARRY:
One parrying weapon can be used against one
attack.
DODGE:
Each point of ENC carried reduces Dodge skill
by 1%. Dodge is effective against all attacks
from a single source, but must be rolled
against each attack.
Running:
A PC who wishes to do nothing but run and to
avoid obvious obstacles in their direct path can
move at 6 metres per strike rank.
Attacking On The Move:
A moving PC may perform one of the three
combat actions.
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PC to roll 1d3+1 to see how many targets the
bullets are split between.
FIREARMS:
Some spot rules for firefights…
SUPPRESSING FIRE:
If a PC has a weapon capable of full automatic
fire, he/she can declare that he/she intends to
put down suppressing fire. In effect, they
spend an entire round firing their weapon into
a designated zone. Anyone caught in this area
is suppressed. If they wish to move from cover,
they will be hit by a burst from the weapon.
RANGE MODIFIERS:
Depending on the range to a target, the
following multipliers are applied. Malfunction
rules still apply.
x2
x1
x1/2
x1/4
Handgun
5m
10m
20m
50m
SMG
10m
20m
40m
100m
Rifle
10m
50m
100m
300m
PANIC FIRE:
An armed PC who fails a SAN check during
combat automatically performs this action. It
can also be declared voluntarily. Panic fire
halves the hit chance, and doubles the
malfunction chance, but allows a PC to fire a
burst ever SR during a MR until their weapon
is empty.
Hvy Wpns
20m
100m
200m
500m
SINGLE SHOTS:
The ROF of a weapon gives the total number
of single shots or bursts a PC can squeeze of
in one round. The first shot is on the PCs DEX
SR, then on the PCs DEX SR+3, then DEX
SR+7 (unless otherwise indicated in the
weapon notes). E.g. a PC with a DEX SR of 3
would fire on SRs 3, 6 and 10, whereas a PC
with a DEX SR of 2 would fire on SRs 2, 5 and
then 9.
THE MALFUNCTION:
If this happens, roll 1d100. A result of 01-50
indicates the weapon jams, overheats, or fails
in some way. Roll appropriate weapon skill or
mechanical/electronics (depending on tech of
weapon) to fix the weapon. This takes 1d6
rounds. If the repair roll is fumbled, the
weapon is buggered until stripped (time, time).
If the result of the 1d100 roll is 51 or higher,
roll on the missile weapon fumble table at the
end of this chapter.
AIMED SHOTS:
An aimed shot allows the PC to hit a specific
hit location on his/her designated target. If
declared during combat, the PC waits until
SR10 of the combat round and then fires at ½
his/her weapon skill to hit. If a PC wishes to
make an aimed shot at another time (e.g.
sniper fire) the PC aims for 1MR, then fires on
his/her usual SR using the above rules but
with a +10% bonus to his/her skill (before
halving it).
AREA EFFECT WEAPONS:
Certain weapons deliver explosive or burning
damage. Damage delivered for such weapons
is calculated as follows: Roll the weapon
damage and match it against the target’s
armour. If the damage overcomes the armour
rating, the full rolled damage is inflicted to the
target’s total HP, with damage deducted equal
to half the armour rating (rounded up). If the
armour succeeds, the armour protects fully,
but damage is still to total HP. A Critical
success protects the target from all but 1HP
worth of damage.
FIRING BURSTS:
Fully automatic weapons can fire in bursts.
For each shot fired in a burst, the A% rises by
3%. However, this modifier cannot raise an
A% higher than double the skill. This modifier
only applies if a target is within the x2/x1 range
band.
Roll once for all attacks against a single target.
If the attack succeeds, roll to see how many
shots hit the target. Only the first shot impales
if an Impale is rolled. Energy weapons cannot
impale. If more than one target is attacked,
the PC loses one shot per extra target.. Each
attack must be rolled separately in this
situation.
WEAPON BASE SKILLS:
Handgun (Pistol, TASER):
20%
Machine Gun (SMG, SSW, Mini Gun, Smart
Gun, Flamethrower):
15%
Rifle (all rifles):
10%
Heavy Weapons (Missile Launcher,
Grenade Launcher, Particle Phalanx, Rail
Gun):
10%
Firing a burst increases the weapon’s
malfunction chance by 3%.
High Energy Weapons (Plasma Weapons,
Fusion Gun):
10%
Firing a burst from a weapon like a minigun at
a closely packed group of targets allows the
Shotgun:
30%
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Blade (Combat Knife, Dagger etc):
15%
11-15
Chest
Floating ribs to neck and
shoulders
Sword : (Sword, Vibro-Blade):
10%
16-17
Right Arm
Entire right arm
Thrown Weapons (Grenades, rocks, etc):
Equal to PCs Throw skill
Gunnery ( Ship/vehicle mounted weapons)
18-19
Left Arm
Entire left arm
10%
20
Head
Neck and head
ATTACK MODIFIERS
DAMAGE RESULTS:
A PC falls unconscious if they only have 1 or 2
total HP remaining, unless they make a
CONx5% roll each combat round.
All effects are cumulative, but no matter how many
negative modifiers apply, never reduce the attack
chance below 05%.
At zero total HP, a PC will die in a number of
combat rounds equal to their CON, unless they
receive emergency medical attention.
Positive
Percentile
Effect
+25%
Target helpless
+20%
Target surprised during non-combat or
knocked down.
If a PC has been reduced to negative total hit
points, but it is still less than or equal to their
CON, a generous Keeper can allow medics to
take heroic measures to save the dying
individual. The dying PC will continue to lose 1
HP each combat round, until it either exceeds
their CON, at which point they expire, or until
they are restored to positive hit points.
+10%
Target surprised during combat.
+10%
Attacking from behind target.
+10%
Prepared attack (1 MR delay to aim
just right)
+10%
Attacking from above target.
+05%
Per 10 SIZ points that the target is
over 20.
Negative
Percentile
Effect
Player Characters revived in this manner are
critically ill, and incapable of performing any
actions for 20-CON days.
-75%
Target cannot be seen, or sensed in
any way.
DAMAGE EQUALS OR EXCEEDS
LOCATION HP:
-20%
Attacker has been knocked down.
-10%
Target moving (only applies to missile
weapon attacks).
-10%
Per SIZ point which target is below
SIZ 4
Location:
Result:
-10%
Attacker is riding in/on a moving
vehicle.
Head:
PC unconscious. Make CONx5% or
lose 1HP/combat round due to blood
loss/tissue trauma. Blood loss stops or
PC can be heroic if CONx1% rolled.
HUMANOID HIT LOCATIONS:
Chest:
PC falls. Cannot fight. Can crawl,
perform First Aid on self. Make
CONx5% or lose 1HP/combat round
due to blood loss/tissue trauma. Blood
loss stops or PC can be heroic if
CONx1% rolled.
Melee:
D20
Body Area
Description
Abdomen:
Both legs useless. PC falls. May fight
from ground. May First Aid self. Make
CONx5% or lose 1HP/combat round
due to blood loss/tissue trauma. Blood
loss stops or PC can be heroic if
CONx1% rolled.
01-04
Right Leg
RL from hip to foot
05-08
Left Leg
LL from hip to foot
09-11
Abdomen
Hip to just under floating
ribs
12
Chest
Floating ribs to neck and
shoulders
Arm:
Limb useless. Drop any item held.
Continue standing unless Knockback.
May First Aid self.
13-15
Right Arm
Entire right arm
16-18
Left Arm
Entire left arm
19-20
Head
Neck and head
Leg:
Limb useless. PC falls. May fight from
ground. May First Aid self.
Missile:
D20
Body Area
Description
01-03
Right Leg
RL from hip to foot
04-06
Left Leg
LL from hip to foot
07-10
Abdomen
Hip to just under floating
ribs
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back as if defenders STR+SIZ is weapon
damage.
DAMAGE EQUALS OR EXCEEDS DOUBLE
LOCATION HP:
Unarmed Combat/Martial Arts:
If melee attack is below actual skill and
Unarmed Combat skill, they roll double
damage dice. E.g. Fist attacks do 2d3 instead
of normal 1d3.
Location:
Result:
Head, Chest
or Abdomen:
PC unconscious. Lose
1HP/combat round. No CON roll,
heroic action or anything else.
Limb:
Limb is maimed or severed. PC is
unconscious. Lose 1HP/combat
round. CONx1% will allow a PC a
heroic action, but will not stop
blood loss. Limb must be healed to
positive HP within 10CR or lost
permanently. No more than double
location HP can be done as
damage to total HP.
GRAPPLING/WRESTLING:
Match PCs STR+DEX against STR+DEX of
opponent on resistance table. Success allows
a PC to perform one of the following actions:
Immobilize Foe:
STR vs. STR on resistance table to immobilise
foe. Failure means PC maintains grip, and foe
must win next rounds grappling/wrestling to
shake themselves free.
Throw Foe:
Attackers STR+DEX vs. Defenders SIZ+DEX
on resistance table. Success means opponent
thrown, and must make a DEXx5% roll or
suffer 1d6 damage to random hit location.
KNOCKBACK:
Every 5 points of damage in excess of target
SIZ knocks the target back 1 metre. Target will
fall unless DEXx5% roll is successful. A
Special hit automatically knocks a target back
1m regardless of SIZ.
Knockback Into Solid Objects:
Target suffers additional 1d6 damage per
metre travelled.
Knockback into Small Objects/People:
Primary and Secondary targets must both
make DEXx5% rolls or both suffer 1d6
damage per 5m travelled by Primary target.
Intentional Knockback:
Also known as tackling/shoulder barging.
Match attackers STR+SIZ vs. SIZ+DEX of
target on resistance table. If successful, treat
attackers STR+SIZ as damage for calculating
Knockback. Failure means attacker knocked
Combat Reference
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MISSILE WEAPON FUMBLES
D100
Result
01-10
Lose next attack
11-20
Lose next 1d4 attacks
21-30
Lose next 1d3 melee rounds for any activity
31-40
Drop weapon at feet. Take rest of round to recover
41-50
Fall to ground, dropping whatever was in hands at time
51-60
Vision impaired: lose 50% for all attack chances for 1d3 melee rounds
61-65
Vision blocked: cannot see for 1d3 melee rounds
66-70
Drop weapon: weapon lands 1d6 metres distant
71-73
Weapon jam irreparable: weapon useless
74-80
Hit self: Do impaling damage.
81-85
Hit self: Do critical damage.
86-89
Hit nearest friend: do regular rolled damage. If no friend is near, apply as per entry #71-73
90-92
Hit nearest friend: do impaling damage. If no friend is near, apply as per entry #74-80
93-94
Hit nearest friend: do critical damage. If no friend is near, apply as per entry #81-85
95-98
Ammunition explosion/hit self: do maximum rolled damage.
99-00
Blow it badly. Roll 3 times on this table and apply all results
SKILL RESULTS:
Actual Skill Rating
Critical Success
Special Success
Fumble
01-07
01
01
96-00
08-10
01
01-02
96-00
11-12
01
01-02
97-00
13-17
01
01-03
97-00
18-22
01
01-04
97-00
23-27
01
01-05
97-00
28-29
01
01-06
97-00
30
01-02
01-06
97-00
31-32
01-02
01-06
98-00
33-37
01-02
01-07
98-00
38-42
01-02
01-08
98-00
43-47
01-02
01-09
98-00
48-49
01-02
01-10
98-00
50
01-03
01-10
98-00
51-52
01-03
01-10
99-00
53-57
01-03
01-11
99-00
58-62
01-03
01-12
99-00
63-67
01-03
01-13
99-00
68-69
01-03
01-14
99-00
70
01-04
01-14
99-00
71-72
01-04
01-14
00
73-77
01-04
01-15
00
78-82
01-04
01-16
00
83-87
01-04
01-17
00
88-89
01-04
01-18
00
90-92
01-05
01-18
00
93-97
01-05
01-19
00
98-00
01-05
01-20
00
Combat Reference
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