Post by saturnine on Jun 23, 2019 1:38:49 GMT
Combat Rolls
Sometimes, the ordinary center of mass targeting doesn't appeal to your wants or needs, and you need to use your fists to break that arm holding a detonator to a hostage's bomb collar. Or maybe you want to shoot that robot in the eyes so it can't track you with that rocket launcher so good. Maybe you didn't want some particular target moving around so quickly, so that's why you worked their legs over with that baseball bat. Maybe you don't care about inflicting lasting cripple effects and really just want to kill that raider scum as quickly as possible with an axe to his head.
(Initial Damage – Damage Threshold) x Damage Resistance = Damage Result
Damage isn’t as hard as it looks. The Initial Damage is how much is being dealt to you. Damage Threshold is impact of attack on your armor. The Damage Resistance is how durable your armor is against the attack.
Standing
Gain full Armor Class from Agility and Armor.
The environment can often affects your effectiveness in combat. This doesn’t always apply but can provide a challenge to some players. This is optional and GMs should inform their players ahead of time. Refer to the table below.
Attack Type: Single Attack
One attack made with a weapon. The costs depends on the weapon.
Burst 3: 10% Penalty
Burst 4: 20% Penalty
Burst 5: 30% Penalty
Burst 6: 45% Penalty
Burst 7: 60% Penalty
Burst 8: 80% Penalty
Burst 10: 120% Penalty
In order to reliably hit a 10-round burst, you NEED a bipod, high skill, and a high skill level in your preferred method of combat. If you have a max of 5 AP and the weapon AP cost to attack for a weapon is 6 or 7, you take your entire turn to do the action. The AP doesn’t carry over.
Cover depends on how much it’s actually protecting you and where the enemy is adjacent to you. You must state how you're positioned because it will determine what Targeted Shots can be dealt to you. If you’re in half cover but it’s only protecting the lower half of your body, anyone facing you from that direction can’t shoot your legs because they’re behind cover.
Full Cover: -100% Hit Chance
Often some enemies and allies have access to Free Movement. This works similar to movement with AP. If you have 1 Free Movement, that’s 1 AP that can only be used for movement. If you want to sprint, you can use your 1 Free Movement to move three spaces, or 15 ft. However you cannot change your movement to another type. Once you decide on your movement, you cannot change it until your next turn.
Laser damage comes from Energy Weapons from the Laser category.
Fire damage comes from anything that is, well fire. A flamer, a building that’s on fire, etc.
Plasma damage comes from Energy Weapons from the Plasma category. It’s often green.
Explosive damage comes from anything that’s explosive such as grenades, rockets, etc.
Giant Rat Bite
Head: +25% Critical Damage Bonus
Neck, Eyes: +30% Critical Damage Bonus
Targeting a weapon in your opponent's hand is a cruel and comedic way to end the fight. If you hit, for every 10 damage, they opponent adds one weapon condition mark. The damage dealt to the player 25% of the total damage. If it’s a crit, the weapon is instantly broken. Weapon modifications can delay this similar to how some helmets can ignore Targeted Headshots. Areas of the body that lack armor and are targeted like the Head or an unarmored left arm, only get half the DT and DR but retain the AC of the armor they’re wearing. If using a ranged weapon at melee range of 5 ft, use the Melee Penalties instead of the Ranged.
Legs: -20% Penalty, no Conditions
Head: -40% Penalty, no Conditions
2: Crippled Body Part (See Below)
3: Crippled Body Part (See Below)
4: Medium Wound Shot (Take an extra 10 True Damage)
Roll a d10 for the body part crippled. If it's a Targeted Shot and it hits, it goes into the Limb Resistance. If the Limb Resistance for that specific body part is 0, the Targeted Body Part effect activates. Keep track of Limb Resistance for Arms and Legs in the health section of your character sheet. If you get a 2 or 3 from the Successes, it has the same Success as a 1 on the Critical Success Table. If it's a normal shot and you crit, and get Crippled Body Part, then roll d10.
Eye: Perception 1.
Arm: Cannot use two-handed weapons
1000: Make a new character. Forget the 24 hour time limit; this level of radiation poisoning causes unconsciousness a few minutes after exposure. A few minutes after that, the character's body begins to shut down. One only experiences this level of radiation after long-untreated poisoning and continued adventuring, or if they decide to prowl around ground-zero without some protection. Death Save applied. If you live you come back as a Ghoul. If you fail all the Death Saves you die. You can use a Vault Point to make the check easier. Even Super Mutants can be affected by insane levels of radiation. They can’t become Ghouls, instead they die. If they manage to live, mutations may alter their body.
For combat rolls the player rolls a d20 and compares it to the character's skills. Modifiers are added or subtracted to get the final result.
Modifier 1: Critical Success or Critical Failure (Targeted Attack Critical Bonuses)
Critical success/failure in non-combat context is simple enough. If you critically succeed a roll to barricade a door for example, you would receive some extra benefit fitting of that context. The building process would only take half the time, the barricade would be twice as durable, etc. If you critically fail, not only do you completely botch what you set out to do, but are afflicted with some contextual penalty. Building the barricade takes more time than you expected, and the structure is flawed, etc.
In combat, a critical hit against an enemy will deal extra damage, depending on any critical hit modifiers you may have in place. A critical failure on an attack will result in a miss, sometimes even stopping your attack outright, and then afflict you with a swift and sudden performance loss. The gun jams, the bowstring slips, the sword slips from your grasp, etc.
Modifier 2: Targeted Attack/Burst Attack Penalties
Sometimes, the ordinary center of mass targeting doesn't appeal to your wants or needs, and you need to use your fists to break that arm holding a detonator to a hostage's bomb collar. Or maybe you want to shoot that robot in the eyes so it can't track you with that rocket launcher so good. Maybe you didn't want some particular target moving around so quickly, so that's why you worked their legs over with that baseball bat. Maybe you don't care about inflicting lasting cripple effects and really just want to kill that raider scum as quickly as possible with an axe to his head.
Whatever the reason, rolling a Targeted Attack is a simple 1d20+(etc), and a successful attack will deal extra damage, depending on what modifiers you own and have in play. You also cripple that particular extremity, resulting in a contextual stat penalty depending on what was hit. The head/eyes, the left/right arms and legs may be selected for Targeted Attacks, although splitting hairs and getting into finer nuances (using a targeted attack to disable a radio on an enemy's chest armor) can be accepted as forms of using this specific mode of attack.
A Burst Attack on the other hand, is quite the opposite from the calculated aiming method of Targeted Attacks. Sometimes you want to just magdump somebody who deserves it. By using the Burst Attack, you can sacrifice some accuracy and your mobility, but gain some extra attacks out of your turn's action. Your attack roll becomes 4d20+(etc), but you cannot use a Targeted Attack in this way.
Modifier 4: Environmental Modifiers/Hit Chance penalties when attacking from a Vehicle
Modifier 5: Opponent Armor Class
Modifier 6: Cover Penalties
Modifier 7: Ammo Type (Only applies to Ranged Weapons)
Modifier 8: Bonuses
To-Hit Process
1d20, plus: (Skill Bonuses) | (Gear Bonuses) | (Perk Bonuses) | (Weapon Bonuses) | +/-(Racial Edges/Flaws) | +/-(Environmental Negatives)
vs.
(Enemy Armor Class), plus: (Skill Bonuses) | (Gear Bonuses) | (Perk Bonuses) | (Weapon Bonuses) | +/-(Racial Edges/Flaws) | +/-(Environmental Negatives)
Damage Formula
(Initial Damage – Damage Threshold) x Damage Resistance = Damage Result
Damage isn’t as hard as it looks. The Initial Damage is how much is being dealt to you. Damage Threshold is impact of attack on your armor. The Damage Resistance is how durable your armor is against the attack.
The max DR you can have is 90%. You cannot exceed 90%. Even if your DR stacks above 90%, it doesn't matter. If any damage reads DR: -10, your 90% will drop to 80%.
For Armor refer to the damage types which are Normal, Laser, Fire, Plasma, and Explosion. When the armor is displayed (DT/DR). The Damage Threshold is always to the left, while the Damage Resistance is to the right. Refer to the Armor Section for the list of Armors.
For Armor refer to the damage types which are Normal, Laser, Fire, Plasma, and Explosion. When the armor is displayed (DT/DR). The Damage Threshold is always to the left, while the Damage Resistance is to the right. Refer to the Armor Section for the list of Armors.
Fighting Stances, Timing, Distance
Standing
Gain full Armor Class from Agility and Armor.
Crouching
+10% To-Hit on all Ranged Weapons except for Mortars. Armor Class from Agility is 3 but you still gain all Armor Class from your Armor.
+10% To-Hit on all Ranged Weapons except for Mortars. Armor Class from Agility is 3 but you still gain all Armor Class from your Armor.
Prone
Effects: +25% To-Hit on all Ranged Weapons except for Mortars. Armor Class from Agility is 1 but you still gain all Armor Class from your Armor. Cannot make Unarmed or Melee Attacks.
Effects: +25% To-Hit on all Ranged Weapons except for Mortars. Armor Class from Agility is 1 but you still gain all Armor Class from your Armor. Cannot make Unarmed or Melee Attacks.
Knocked Down
Effects: No Armor Class bonuses from Agility and Armor. You have a 0. Cannot make Unarmed or Melee Attacks.
The stances do not effect on To-Hit rolls for Mortars. Peeking around a corner is possible but if someone has a decent angle on you, you could be considered in Half Cover or Three-Fourth Cover. Peeking out risks Overwatch and the person in Overwatch would have to roll Perception to notice unless they are Overwatching the same direction. Each hexagon (horizontal/vertical), square, tile, or space, counts as 1 meter or 5 ft. Combat every round is 6 seconds. The penalties don’t take into account within a certain range. The range is determined by your Perception. If you have a Perception of 10, within ten spaces of an opponent, you ignore Environmental Effect Modifiers.
Effects: No Armor Class bonuses from Agility and Armor. You have a 0. Cannot make Unarmed or Melee Attacks.
The stances do not effect on To-Hit rolls for Mortars. Peeking around a corner is possible but if someone has a decent angle on you, you could be considered in Half Cover or Three-Fourth Cover. Peeking out risks Overwatch and the person in Overwatch would have to roll Perception to notice unless they are Overwatching the same direction. Each hexagon (horizontal/vertical), square, tile, or space, counts as 1 meter or 5 ft. Combat every round is 6 seconds. The penalties don’t take into account within a certain range. The range is determined by your Perception. If you have a Perception of 10, within ten spaces of an opponent, you ignore Environmental Effect Modifiers.
Environmental Modifiers
The environment can often affects your effectiveness in combat. This doesn’t always apply but can provide a challenge to some players. This is optional and GMs should inform their players ahead of time. Refer to the table below.
Heavy Storm: -25%
Night Time: -50%
Radiation Storm: -20%
Dust Storm: -40%
Fog: -35%
Difficult Terrain
Difficult terrain affects your movement in combat. Most cases your AP isn’t affected. The chart below will provide a few instances of impeding movement for Environmental Effecs.
Rocky Terrain
Reduced Movement: 2 AP per 5 ft.
Shallow Water
Reduced Movement: 2 AP per 5 ft
Snow Fall
Reduced Movement: 2 AP per 5 ft
Swamp
Reduced Movement: 2 AP per 5 ft
Neck Deep Water
Reduced Movement: 3 AP per 5 ft
Attacking
Attack Type: Single Attack
One attack made with a weapon. The costs depends on the weapon.
Attack Type: Targeted Attack
One attack focused on a specific part of the body. The cost is +1 of a Single Attack. Refer to the Critical Table for more information.
One attack focused on a specific part of the body. The cost is +1 of a Single Attack. Refer to the Critical Table for more information.
Attack Type: Special Move
Only applies to Melee Weapons and Unarmed. Special Moves are covered in the Melee/Unarmed Modification section.
Only applies to Melee Weapons and Unarmed. Special Moves are covered in the Melee/Unarmed Modification section.
Attack Type: Burst Fire
Burst fire can be applied to any ranged weapon. Each, however, has their limits. Pistols and revolvers only have a two to three round burst limit. SMGs, LMGS, and Assault Rifles can do a 2 - 10 Burst Fire. Miniguns can only have a 5 - 10 round burst. Rifles cannot use Burst Fire. The table below follows the first shot to a ten round burst with their penalties.
Burst 1: 0% Penalty
Burst fire can be applied to any ranged weapon. Each, however, has their limits. Pistols and revolvers only have a two to three round burst limit. SMGs, LMGS, and Assault Rifles can do a 2 - 10 Burst Fire. Miniguns can only have a 5 - 10 round burst. Rifles cannot use Burst Fire. The table below follows the first shot to a ten round burst with their penalties.
Burst 1: 0% Penalty
Burst 2: 5% Penalty
Burst 3: 10% Penalty
Burst 4: 20% Penalty
Burst 5: 30% Penalty
Burst 6: 45% Penalty
Burst 7: 60% Penalty
Burst 8: 80% Penalty
Burst 9: 90% Penalty
Burst 10: 120% Penalty
In order to reliably hit a 10-round burst, you NEED a bipod, high skill, and a high skill level in your preferred method of combat. If you have a max of 5 AP and the weapon AP cost to attack for a weapon is 6 or 7, you take your entire turn to do the action. The AP doesn’t carry over.
Cover
Cover depends on how much it’s actually protecting you and where the enemy is adjacent to you. You must state how you're positioned because it will determine what Targeted Shots can be dealt to you. If you’re in half cover but it’s only protecting the lower half of your body, anyone facing you from that direction can’t shoot your legs because they’re behind cover.
Full Cover: -100% Hit Chance
Three-fourths Cover: -75% Hit Chance
Half Cover: -50% Hit Chance
Quarter Cover: -25% Hit Chance
Death Save
If a character ever gets down to 0 HP, they have to roll a simple Death Save which is 1d20. They have to get above a 10 three out of six times on their turn. If they get three failures out of six, they die. If at any point you get a 20, you’re automatically up with 1 HP. If you crit fail, it counts as two failures. You can use a Vault Point to make the save a 5 instead of a 10. If a player is attacked while they’re down, it counts as a failure. Only a successful Doctor roll, Doctor’s Bag, and Super/Ultra Stimpak can bring a player back to life. The DC Check is 50% for the Doctor roll. If you take damage that is double your total health, you instantly die.
Exhaustion
During certain times, your character might succumb to exhaustion. When you ignore sleep for a day, suffer starvation, tortured for too long, get addicted to some drugs, or incapacitated but not dead, you suffer exhaustion.
Exhaustion Level 1: AP is halved.
Exhaustion Level 1: AP is halved.
Exhaustion Level 2: Disadvantage on Non Combat Skills.
Exhaustion Level 3: Disadvantage on Combat Skills.
Exhaustion Level 4: Health is Halved.
Exhaustion Level 5: Difficulty Checks are Doubled.
Exhaustion Level 6: Death
Movement
Often some enemies and allies have access to Free Movement. This works similar to movement with AP. If you have 1 Free Movement, that’s 1 AP that can only be used for movement. If you want to sprint, you can use your 1 Free Movement to move three spaces, or 15 ft. However you cannot change your movement to another type. Once you decide on your movement, you cannot change it until your next turn.
AP Costs
The table below are the other options you have in combat. Use your Action Points wisely.
Move
Description: Move 5 ft or 1.5m for 1 AP Standing, 2 AP Crouching, and 4 AP Prone.
Description: Move 5 ft or 1.5m for 1 AP Standing, 2 AP Crouching, and 4 AP Prone.
Dash
Description: Move 10 ft or 3m for 2 AP. -15% Hit Chance. You break Sneak the moment you Dash. Can only Dash while Standing.
Description: Move 10 ft or 3m for 2 AP. -15% Hit Chance. You break Sneak the moment you Dash. Can only Dash while Standing.
Sprint
Description: Move 15 ft or 4.5m for 3 AP. -30% Hit Chance. You break Sneak the moment you Sprint. Can only Sprint while Standing.
Description: Move 15 ft or 4.5m for 3 AP. -30% Hit Chance. You break Sneak the moment you Sprint. Can only Sprint while Standing.
Change Stances
Description: 2 AP to switch (Costs 4 AP to go from Prone to Standing and vice versa).
Description: 2 AP to switch (Costs 4 AP to go from Prone to Standing and vice versa).
Use Held Item
Description: 3 AP (Example: Use Stimpak in Hand).
Description: 3 AP (Example: Use Stimpak in Hand).
Equipping Items
Description: 4 AP. You cannot equip armor mid-combat.
Description: 4 AP. You cannot equip armor mid-combat.
Taking Items / Looting
Description: 8 AP (If the max AP they have ranges from 5 to 7, They must use all of their AP and the rest of the cost will carry over to their next turn).
Description: 8 AP (If the max AP they have ranges from 5 to 7, They must use all of their AP and the rest of the cost will carry over to their next turn).
Reloading
Description: 2 AP for Small Guns and Energy Weapons. 3 AP for Big Guns (Cannot combine clips).
Description: 2 AP for Small Guns and Energy Weapons. 3 AP for Big Guns (Cannot combine clips).
Use Skill
Depends on the skill (Sneak costs 1 AP).
Depends on the skill (Sneak costs 1 AP).
Getting Up
4 AP (Only if knocked down or starting combat on the ground). Have 0 AC With 1 AP, you can turn to be Prone.
4 AP (Only if knocked down or starting combat on the ground). Have 0 AC With 1 AP, you can turn to be Prone.
Tripod/Artillery Setup
Roll Big Guns skill till you get a success. DC is 25 (Takes your whole turn).
Roll Big Guns skill till you get a success. DC is 25 (Takes your whole turn).
Defending
Add remaining AP to AC until your next turn.
Add remaining AP to AC until your next turn.
Dodge
Costs 2 AP to Dodge. When Dodging you roll your Agility against the attack roll. The attack roll is rounded down to the lowest, always. The tens place of the attack roll is compared to the Agility Roll. The difference of the checks is taken. Example:
Bill has 6 Agility and Sarah attacks with a Small Guns of 76 compared to 106. Bill wants to Dodge and spends 2 AP from his next turn and rolls a 3 compared to a 6. We bring the 76 to 70 and look at it as a 7 compared to a 10. Then you subtract 10-7=3 and 6-3=3. Since both of them matched the defender, Bill, wins and avoids the attack.
If the rolls match, defender wins.
Costs 2 AP to Dodge. When Dodging you roll your Agility against the attack roll. The attack roll is rounded down to the lowest, always. The tens place of the attack roll is compared to the Agility Roll. The difference of the checks is taken. Example:
Bill has 6 Agility and Sarah attacks with a Small Guns of 76 compared to 106. Bill wants to Dodge and spends 2 AP from his next turn and rolls a 3 compared to a 6. We bring the 76 to 70 and look at it as a 7 compared to a 10. Then you subtract 10-7=3 and 6-3=3. Since both of them matched the defender, Bill, wins and avoids the attack.
If the rolls match, defender wins.
Vaulting
For 2 AP, roll AG -1 to Vault over an obstacle that’s half your size. If you fail, you’re knocked down prone at the start of your Vault attempt.
For 2 AP, roll AG -1 to Vault over an obstacle that’s half your size. If you fail, you’re knocked down prone at the start of your Vault attempt.
Climbing
Roll STR to climb automatically, if you fail, Roll END to hang on or else you land on your ass. Costs 5 AP per two hexes. If there’s a ladder, don't roll STR but it still costs 5 AP per three hexes.
Roll STR to climb automatically, if you fail, Roll END to hang on or else you land on your ass. Costs 5 AP per two hexes. If there’s a ladder, don't roll STR but it still costs 5 AP per three hexes.
Diving
Diving allows a character to move 2 tiles for 3 AP, regardless of terrain penalties. They must make a roll against their AGI -1 if the roll is failed, the character slips and falls or crashes into something instead. While diving, the character gains +15% Critical Chance, due to the rule of cool. This is applied to any shots you make during and after performing the Diving action, with a -30% hit chance penalty. Shooting while Diving takes 2 additional AP, 3 for Burst Fire, and you cannot shoot while diving with a Big Gun. You can only make rough targeted shots (Head/Torso Only) when Diving which costs 4 AP, and you also gain +10 AC against any enemy making an Overwatch attack against you while Diving.
Diving allows a character to move 2 tiles for 3 AP, regardless of terrain penalties. They must make a roll against their AGI -1 if the roll is failed, the character slips and falls or crashes into something instead. While diving, the character gains +15% Critical Chance, due to the rule of cool. This is applied to any shots you make during and after performing the Diving action, with a -30% hit chance penalty. Shooting while Diving takes 2 additional AP, 3 for Burst Fire, and you cannot shoot while diving with a Big Gun. You can only make rough targeted shots (Head/Torso Only) when Diving which costs 4 AP, and you also gain +10 AC against any enemy making an Overwatch attack against you while Diving.
Sliding
Costs 3 AP to be able to Slide into a chosen direction. After sliding, you automatically go into Prone position. You cannot slide from a standing start, you need to move at least 10 ft in the direction before sliding. Shooting while sliding applies a -30% Hit chance penalty and takes 2 additional AP to fire a single shot. 3 AP for Burst Fire and 4 AP for Targeted Shots for the Head and Torso only. You must roll AGI +1 or your slide stops halfway and your AC is reduced to half your armor's value until your next turn.
Costs 3 AP to be able to Slide into a chosen direction. After sliding, you automatically go into Prone position. You cannot slide from a standing start, you need to move at least 10 ft in the direction before sliding. Shooting while sliding applies a -30% Hit chance penalty and takes 2 additional AP to fire a single shot. 3 AP for Burst Fire and 4 AP for Targeted Shots for the Head and Torso only. You must roll AGI +1 or your slide stops halfway and your AC is reduced to half your armor's value until your next turn.
Overwatch
A character may enter Overwatch by trading 1 AP of their turn to be able to automatically interrupt that of the first enemy that enters their range. If you trade 3 AP to do Overwatch, you can hit up to three targets. If you use 1 AP to Overwatch and you wish to hit more targets, you must use the AP from your next turn per target. The max size of the cone at the end of your range is determined by this equation: 3 Hexes + 1 Hex per Perception Point. Meaning wherever you may look, a small cone forms at the direction you’re facing. As long as the enemy is within the cone, you are able to get them with Overwatch. Penalties such as Quarter, Half, Three Fourth Cover may apply depending on how much of the hex is taken after the first target is hit. The first target does not get penalties unless specific circumstances apply by the GM. Typically the first sign of movement is when you fire, but targets after become rather difficult via sight. The Burst Fire Penalties are applied to each shot as well.
A character may enter Overwatch by trading 1 AP of their turn to be able to automatically interrupt that of the first enemy that enters their range. If you trade 3 AP to do Overwatch, you can hit up to three targets. If you use 1 AP to Overwatch and you wish to hit more targets, you must use the AP from your next turn per target. The max size of the cone at the end of your range is determined by this equation: 3 Hexes + 1 Hex per Perception Point. Meaning wherever you may look, a small cone forms at the direction you’re facing. As long as the enemy is within the cone, you are able to get them with Overwatch. Penalties such as Quarter, Half, Three Fourth Cover may apply depending on how much of the hex is taken after the first target is hit. The first target does not get penalties unless specific circumstances apply by the GM. Typically the first sign of movement is when you fire, but targets after become rather difficult via sight. The Burst Fire Penalties are applied to each shot as well.
Hold Action
Unlike Overwatch, Hold Action activates upon a specific action that may occur during combat. For example. You can hold your action on flipping a switch till the mutant has been pushed into its cage by the party. You must have at least half your AP in order to hold your action. If you have an odd number for AP, round down. If you have 7 AP, you must have at least 3 AP to spare in order to hold your action. GM Discretion. This is not an Overwatch.
Unlike Overwatch, Hold Action activates upon a specific action that may occur during combat. For example. You can hold your action on flipping a switch till the mutant has been pushed into its cage by the party. You must have at least half your AP in order to hold your action. If you have an odd number for AP, round down. If you have 7 AP, you must have at least 3 AP to spare in order to hold your action. GM Discretion. This is not an Overwatch.
Dual Wielding
Dual Wielded weapons may both be fired at the same time for one additional AP of the Single Shot cost. (If both weapons are of different cost, count the highest AP and add one) You cannot make targeted shots but your Critical Chance is increased by 15%, but a -20% Hit chance. You can only dual wield one-handed weapons unless you have the perk Two For One. This includes Super Mutants. If you wish to do burst fire, you take a -25% but for each shot after the first, add 5% for each shot. The AP cost is equal to the highest single attack +1. For melee combat you get the critical chance and hit chance penalty for melee weapons, but you can make targeted attacks. The AP cost of a dual wielding attack is +1 of the highest single attack. A targeted attack costs +2 AP of the highest single attack. Targeted melee attacks cannot target two different areas.
Dual Wielded weapons may both be fired at the same time for one additional AP of the Single Shot cost. (If both weapons are of different cost, count the highest AP and add one) You cannot make targeted shots but your Critical Chance is increased by 15%, but a -20% Hit chance. You can only dual wield one-handed weapons unless you have the perk Two For One. This includes Super Mutants. If you wish to do burst fire, you take a -25% but for each shot after the first, add 5% for each shot. The AP cost is equal to the highest single attack +1. For melee combat you get the critical chance and hit chance penalty for melee weapons, but you can make targeted attacks. The AP cost of a dual wielding attack is +1 of the highest single attack. A targeted attack costs +2 AP of the highest single attack. Targeted melee attacks cannot target two different areas.
Called Shot
If you decide after the calculations are made, to cancel your shot, you can but you cannot recover the AP you used to shoot. You will keep your ammo. You cannot cancel a shot if it's a crit fail.
If you decide after the calculations are made, to cancel your shot, you can but you cannot recover the AP you used to shoot. You will keep your ammo. You cannot cancel a shot if it's a crit fail.
Advantage
Flanking is highly situational but may offer additional help in combat. Flanking is taken into effect if your opponent hasn’t noticed you, you have height advantage (Varies on positioning and GMs approval), or when your melee attacking a prone or knocked down enemy. When you have Flank Advantage, you can roll twice for one attack and take the lowest Hit Chance attack, but only roll damage once. Advantage does not stack.
Disadvantage
Disadvantage occurs when someone is attempting to perform an action such as shooting a two handed weapon with one hand (Unless you meet certain requirements), or shooting a weapon with a crippled hand, etc. This is highly situational and should never be used for everything. If something requires for you to roll at disadvantage, using a Vault Point, or a perk that allows gives advantage will cancel the disadvantage, but you’ll only roll once and what the result is, you must take it. You can’t stack.
Disadvantage occurs when someone is attempting to perform an action such as shooting a two handed weapon with one hand (Unless you meet certain requirements), or shooting a weapon with a crippled hand, etc. This is highly situational and should never be used for everything. If something requires for you to roll at disadvantage, using a Vault Point, or a perk that allows gives advantage will cancel the disadvantage, but you’ll only roll once and what the result is, you must take it. You can’t stack.
Attack of Opportunity
If an enemy is within your melee or unarmed range, be it 5 or 10 ft, and they move away, you can invoke an attack of opportunity with the cost of a Single Attack of the melee weapon or unarmed attack from your next turn. You get a -10% Hit Chance and can only do this once per round. If you wish to disengage, from someone at melee, roll an Agility vs. Agility. If the disengager wins, the Attack of Opportunity is canceled. If the attacker wins, they’re able to attack. This does not apply if the back is facing the attacker. If two or more attackers surround you, get a -1 for Agility for each individual adjacent to you. You take both attacks of opportunity, if they hit. Cannot be a Targeted Attack.
If an enemy is within your melee or unarmed range, be it 5 or 10 ft, and they move away, you can invoke an attack of opportunity with the cost of a Single Attack of the melee weapon or unarmed attack from your next turn. You get a -10% Hit Chance and can only do this once per round. If you wish to disengage, from someone at melee, roll an Agility vs. Agility. If the disengager wins, the Attack of Opportunity is canceled. If the attacker wins, they’re able to attack. This does not apply if the back is facing the attacker. If two or more attackers surround you, get a -1 for Agility for each individual adjacent to you. You take both attacks of opportunity, if they hit. Cannot be a Targeted Attack.
Charge
Can only be done at melee range. Charge is double your movement and can only be done in a straight line. Nothing can be in the way. You gain a +10% Hit Chance and it’s considered a Special Move therefore depending on the weapon you’re using, the Special Move Cost is the same as a Targeted Melee Attack with the weapon.
Can only be done at melee range. Charge is double your movement and can only be done in a straight line. Nothing can be in the way. You gain a +10% Hit Chance and it’s considered a Special Move therefore depending on the weapon you’re using, the Special Move Cost is the same as a Targeted Melee Attack with the weapon.
Ailments and Damage Types
Normal damage revolves around ballistic damage. Bullets, punches, cuts, bruises etc.
Normal damage revolves around ballistic damage. Bullets, punches, cuts, bruises etc.
Laser damage comes from Energy Weapons from the Laser category.
Fire damage comes from anything that is, well fire. A flamer, a building that’s on fire, etc.
Plasma damage comes from Energy Weapons from the Plasma category. It’s often green.
Explosive damage comes from anything that’s explosive such as grenades, rockets, etc.
Electricity Resistance/Pulse (ER)
Electricity Resistance isn’t actually damage but a way to stun the opponent. Armor and/or racial benefits, give you resistance, or the other way around. If an armor has a negative (Ex. -30%). It means you have -30% ER you will always be stunned. There is no crit for resistance. If however, you have a 20% ER, you roll a 1d100. If you roll within the 20%, you’re stunned for whatever rounds that effect gives. The standard is 1d4 rounds. If you roll outside of the the 20% you’re not stunned. If a weapon states it has a chance to stun, subtract it from your ER, then roll. Pulse would apply the same electronics, but some electronics have a stronger resistance. Apply the same rules of Electricity Resistance to Robots and Power Armor. If they fail, the robot, power armor, or electronics in general, shut down. The fusion core, if it has one, still has power. When you’re stunned, you maintain your armor’s AC, not your natural AC. All melee attacks have advantage against you.
Electricity Resistance isn’t actually damage but a way to stun the opponent. Armor and/or racial benefits, give you resistance, or the other way around. If an armor has a negative (Ex. -30%). It means you have -30% ER you will always be stunned. There is no crit for resistance. If however, you have a 20% ER, you roll a 1d100. If you roll within the 20%, you’re stunned for whatever rounds that effect gives. The standard is 1d4 rounds. If you roll outside of the the 20% you’re not stunned. If a weapon states it has a chance to stun, subtract it from your ER, then roll. Pulse would apply the same electronics, but some electronics have a stronger resistance. Apply the same rules of Electricity Resistance to Robots and Power Armor. If they fail, the robot, power armor, or electronics in general, shut down. The fusion core, if it has one, still has power. When you’re stunned, you maintain your armor’s AC, not your natural AC. All melee attacks have advantage against you.
Explosives (Ex)
A direct hit by an explosive device automatically adds condition marks to the armor. This is determined by the initial damage taken rounded down. If the explosive damage is 47, round it down, it’s 40. Power Armor takes half the condition marks. Then the amount of condition marks taken is 4. Then damage is calculated with DT and DR toward your health. For vehicles it works the same but with vehicles it goes into the Vehicle Resistance of the vehicle but it goes for each side. Refer to the Vehicle Section for more information. Explosions ignore Successful Hits and Limb Resistance. For weapons it goes straight into the condition marks.
A direct hit by an explosive device automatically adds condition marks to the armor. This is determined by the initial damage taken rounded down. If the explosive damage is 47, round it down, it’s 40. Power Armor takes half the condition marks. Then the amount of condition marks taken is 4. Then damage is calculated with DT and DR toward your health. For vehicles it works the same but with vehicles it goes into the Vehicle Resistance of the vehicle but it goes for each side. Refer to the Vehicle Section for more information. Explosions ignore Successful Hits and Limb Resistance. For weapons it goes straight into the condition marks.
Fall Damage
If you’re falling or pushed back and hit a wall you take some sort of damage. Luckily all of it is Normal Damage. For every 10 ft you fall, you roll a d10. You can jump off 100 ft with Power Armor and take no damage. After the 100 ft, the Power Armor takes ½ of the fall damage and it applies then to the Normal DT and DR. The result then follows the same pattern as explosives. For every ten increments of damage, you lose a condition mark for your armor.
If you’re falling or pushed back and hit a wall you take some sort of damage. Luckily all of it is Normal Damage. For every 10 ft you fall, you roll a d10. You can jump off 100 ft with Power Armor and take no damage. After the 100 ft, the Power Armor takes ½ of the fall damage and it applies then to the Normal DT and DR. The result then follows the same pattern as explosives. For every ten increments of damage, you lose a condition mark for your armor.
Gas Resistance (GR)
Gas weapons spread a damaging cloud of toxicity over a large area, subjecting every biological thing in the cloud to the potential for harm. Different gas weapons describe the size of the cloud and the effects of the gas, and whether or not the gas damages from inhalation or contact. You either have 100% Gas Resistance and ignore any gas, or you have 0% Gas Resistance and take any damage from the Gas and it counts as True Damage.
Gas weapons spread a damaging cloud of toxicity over a large area, subjecting every biological thing in the cloud to the potential for harm. Different gas weapons describe the size of the cloud and the effects of the gas, and whether or not the gas damages from inhalation or contact. You either have 100% Gas Resistance and ignore any gas, or you have 0% Gas Resistance and take any damage from the Gas and it counts as True Damage.
Poison Resistance (PR)
Poison is the tool for assassins, but some animals can also poison. Poison in this case is a liquid making contact with the skin. As a Liquid you apply the same rules of Radiation. Multiply the Poison Damage with your Poison Resistance. Poison Damage can stack if bitten, stung, or hit with multiple poison attacks. Poisons can be brewed with a Brewer’s Kit with a successful Nature Science or Survival check. Hopefully you get cured before the poison kills you.
Poison is the tool for assassins, but some animals can also poison. Poison in this case is a liquid making contact with the skin. As a Liquid you apply the same rules of Radiation. Multiply the Poison Damage with your Poison Resistance. Poison Damage can stack if bitten, stung, or hit with multiple poison attacks. Poisons can be brewed with a Brewer’s Kit with a successful Nature Science or Survival check. Hopefully you get cured before the poison kills you.
Giant Rat Bite
Damage: 5
Duration: 2 hours
Effects: Roll END, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Duration: 2 hours
Effects: Roll END, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Mole Rat Bite
Damage: 10
Duration: 2 hours
Effects: Roll END, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Damage: 10
Duration: 2 hours
Effects: Roll END, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Broodmother Venom
Damage: 20
Duration: 3 hours
Effects: Roll END -1, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Damage: 20
Duration: 3 hours
Effects: Roll END -1, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Radscorpion Venom
Damage: 30
Duration: 6 hours
Effects: Roll END -2, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Damage: 30
Duration: 6 hours
Effects: Roll END -2, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Giant Radscorpion Venom
Damage: 40
Duration: 6 hours
Effects: Roll END -3, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Damage: 40
Duration: 6 hours
Effects: Roll END -3, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Cazador Poison
Damage: 50
Duration: 8 hours
Effects: Roll END -4, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
Damage: 50
Duration: 8 hours
Effects: Roll END -4, if you succeed you take half the Poison Damage. If you fail you take the full poison damage.
True Damage
Ignores all Damage Threshold and Damage Resistance and directly affects your Hit Points. Concussive damage applies to this.
Unconscious
Being unconscious means that you’re both stunned and knocked down prone. You have 0 AC. All melee attacks are rolled at advantage against you.
Critical Chance
How To Critical Success and Critical Fail
How To Critical Success and Critical Fail
In order to achieve success, you must roll within your crit range which is determined by your LUCK. Targeted shots and perks can alter this. The max crit allowed is 50% Critical Chance. Going above 50% is game breaking. The range is determined by your Luck. Your Luck determines your crit chance and is normal. For Crit Fail Range, the less Luck you have the bigger the range. If your Luck is at 1, your crit fail range is 91 - 100. Refer to the Primary and Secondary Stats to see your range with Luck.
When you roll and land within your Luck range, it’s a critical success, even if it somehow misses normally, it’s still a hit. You apply any conditions if it’s Targeted, Burst, etc., then roll a 1d10 and look at the Critical Success Table.
A 100 no matter what, is a fail regardless of your skill. 1 is a crit in combat, but for skills you can’t crit or crit fail, those are based off of Difficulty Checks.
If you get a 91-99, roll your LUCK and you have to match or get below your LUCK score. If you fail, then roll 1d10 for the fail and look at the Critical Failure Table for the unlucky punishment. If you get a 100 you automatically roll a 1d10. For Burst Fire, only the first shot is counted for crit fail/success UNLESS the shots after are a 1 or 100. A 1 is an automatic success and for a 100 you crit fail. You stop firing if you get a 100.
When you roll and land within your Luck range, it’s a critical success, even if it somehow misses normally, it’s still a hit. You apply any conditions if it’s Targeted, Burst, etc., then roll a 1d10 and look at the Critical Success Table.
A 100 no matter what, is a fail regardless of your skill. 1 is a crit in combat, but for skills you can’t crit or crit fail, those are based off of Difficulty Checks.
If you get a 91-99, roll your LUCK and you have to match or get below your LUCK score. If you fail, then roll 1d10 for the fail and look at the Critical Failure Table for the unlucky punishment. If you get a 100 you automatically roll a 1d10. For Burst Fire, only the first shot is counted for crit fail/success UNLESS the shots after are a 1 or 100. A 1 is an automatic success and for a 100 you crit fail. You stop firing if you get a 100.
Target Critical
Torso, Arm: +10% Critical Damage Bonus
Torso, Arm: +10% Critical Damage Bonus
Legs, Groin: +20% Critical Damage Bonus
Head: +25% Critical Damage Bonus
Neck, Eyes: +30% Critical Damage Bonus
Targeting the Weapon
Targeting a weapon in your opponent's hand is a cruel and comedic way to end the fight. If you hit, for every 10 damage, they opponent adds one weapon condition mark. The damage dealt to the player 25% of the total damage. If it’s a crit, the weapon is instantly broken. Weapon modifications can delay this similar to how some helmets can ignore Targeted Headshots. Areas of the body that lack armor and are targeted like the Head or an unarmored left arm, only get half the DT and DR but retain the AC of the armor they’re wearing. If using a ranged weapon at melee range of 5 ft, use the Melee Penalties instead of the Ranged.
Targeted Shot Penalties (Ranged)
Torso: 0% Penalty, no Conditions
Torso: 0% Penalty, no Conditions
Legs: -20% Penalty, no Conditions
Arms, Groin, Weapon In Hand: -30% Penalty, no Conditions
Head: -40% Penalty, no Conditions
Neck: -50% Penalty, DT and DR are only ¼ for hit, not counting Natural DT and DR. Retain AC.
Eyes/Fusion Core: -60% Penalty, DT and DR are only ¼ for hit, not counting Natural DT and DR. Retain AC.
Eyes/Fusion Core: -60% Penalty, DT and DR are only ¼ for hit, not counting Natural DT and DR. Retain AC.
Targeted Strike Penalties (Melee/Unarmed)
Torso: 0% Penalty, no Conditions
Legs: -10% Penalty, no Conditions
Arms, Groin, Weapon In Hand: -15% Penalty, no Conditions
Head: -20% Penalty, no Conditions
Neck: -25% Penalty, DT and DR are only ¼ for hit, not counting Natural DT and DR. Retain AC.
Eyes/Fusion Core: -30% Penalty, DT and DR are only ¼ for hit, not counting Natural DT and DR. Retain AC.
Torso: 0% Penalty, no Conditions
Legs: -10% Penalty, no Conditions
Arms, Groin, Weapon In Hand: -15% Penalty, no Conditions
Head: -20% Penalty, no Conditions
Neck: -25% Penalty, DT and DR are only ¼ for hit, not counting Natural DT and DR. Retain AC.
Eyes/Fusion Core: -30% Penalty, DT and DR are only ¼ for hit, not counting Natural DT and DR. Retain AC.
Critical Damage Multiplier
Roll: 21-50
Damage Multiplier: x1.5
Roll: 1-20
Damage Multiplier: x2
Damage Multiplier: x2
Critical Success List
1: Better Luck Next Time
1: Better Luck Next Time
2: Crippled Body Part (See Below)
3: Crippled Body Part (See Below)
4: Medium Wound Shot (Take an extra 10 True Damage)
5: Major Wound Shot (Take an extra 20 True Damage)
6: Unconsciousness for 1d4 turns
7: Bypasses armor (DT and DR, For every increment of 10 is 1 Armor Condition rounded down)
8: Blindness (Perception lowered to 1 and you shot their eye out. Blinded for 1d4 Turns.)
9: Knockdown (the target must Get Up on their turn)
10: Instant Death (Bosses require two 10s in order to be killed this way)
7: Bypasses armor (DT and DR, For every increment of 10 is 1 Armor Condition rounded down)
8: Blindness (Perception lowered to 1 and you shot their eye out. Blinded for 1d4 Turns.)
9: Knockdown (the target must Get Up on their turn)
10: Instant Death (Bosses require two 10s in order to be killed this way)
Critical Failure List
1: Ammo Problems - The gun does not fire, and the magazine must be discarded. If melee attacking the attack misses.
1: Ammo Problems - The gun does not fire, and the magazine must be discarded. If melee attacking the attack misses.
2: Weapon Explodes - The weapon in your hand explodes and is useless and deals 2d10 Explosive Damage. Melee weapons shatter into pieces. If Unarmed you cripple the body part you attacked with.
3: Hit Something Else - You didn't hit what you were aiming for, but you nailed the next closest target.
4: Lesser Weapon Condition - Add one condition mark to your weapon.
5: Medium Weapon Condition - Add three condition marks to your weapon.
6: Greater Weapon Condition - Add five condition marks to your weapon.
7: Dropped Weapon - Your weapon flies out of your hands and hits the ground.
8: Anvil - A miniature anvil falls out of the sky and strikes you on the head for 10 flat damage.
9: Lose Turn - You had a brain fart and thought about that one part in your life that you regret.
10: You slip and fall you dumb bitch. AC is dropped to 0.
Crippled Body Shot
Roll a d10 for the body part crippled. If it's a Targeted Shot and it hits, it goes into the Limb Resistance. If the Limb Resistance for that specific body part is 0, the Targeted Body Part effect activates. Keep track of Limb Resistance for Arms and Legs in the health section of your character sheet. If you get a 2 or 3 from the Successes, it has the same Success as a 1 on the Critical Success Table. If it's a normal shot and you crit, and get Crippled Body Part, then roll d10.
1) Head: +15 True Damage and Knocked Down
2) Neck: +10 True Damage, 1d4 True Damage Per Turn. Heal in order to stop.
3) Torso: +5 True Damage
4) Torso: +5 True Damage
5) Right Arm: Can’t use two handed weapons
6) Left Arm: Can’t use two handed weapons
7) Right Leg: Limping (Can’t Dash nor Sprint)
8) Left Leg: Limping (Can’t Dash nor Sprint)
9) Groin: Stunned for 1d6 Turns
10) Eyes: +20 True Damage and blinded for a turn.
If the Targeted Shot is the critical success, the arm/leg is automatically crippled and breaks through all Limb Resistances.
Eye: Perception 1.
Both Eyes: Permanently blinded.
Arm: Cannot use two-handed weapons
Both Arms: Cannot use weapons
Leg: Cannot Sprint nor Dash.
Both Legs: Cannot stand up.
Radiation
Radiation is nothing to scoff at when it comes to the nuclear wasteland. The Great War left traces of radiation in the sky and every day we suffer radiation. Depending on where you are in the world the radiation you would get a day may either kill you in a few weeks, or several years. However, most rads are so harmless that they barely make a dent. Areas like the Glowing Sea may give you 30 rads an hour and that’s nothing to scoff at. The moment you reach a certain threshold in rads you start to take debuff. Only with a Geiger Counter can you know exactly how many rads are on your body. GMs must keep track of those without a geiger counter and inform them of any illness.
Radiation is nothing to scoff at when it comes to the nuclear wasteland. The Great War left traces of radiation in the sky and every day we suffer radiation. Depending on where you are in the world the radiation you would get a day may either kill you in a few weeks, or several years. However, most rads are so harmless that they barely make a dent. Areas like the Glowing Sea may give you 30 rads an hour and that’s nothing to scoff at. The moment you reach a certain threshold in rads you start to take debuff. Only with a Geiger Counter can you know exactly how many rads are on your body. GMs must keep track of those without a geiger counter and inform them of any illness.
Radiation Levels
50: -1 END. Character feels abnormally tired.
100: -2 END. Character begins to feel weak and achy. Skin itches slightly. A sunburn-like rash appears.
400: END -2, STR -1, AGI -1, Max HP -10 (Does not apply to Ghouls and Super Mutants). Character feels weaker. Muscles and joints hurt. The skin itches and small, open sores begin to develop. Some hair begins to fall out. Normal humans generally cannot reproduce (or have very mutated children) at about this level of radiation poisoning.
600: END -2, STR -2, AGI -2, CHA -1, Max HP -20 (Does not apply to Ghouls and Super Mutants). Character begins to vomit and experience diarrhea. Joints and muscles still hurt, but that's the least of their problems at this point. Open sores cover the skin, and hair falls out in large clumps. They develop a nice glow at night. Ghouls start to go Feral.
800: END -5, STR -5, AGI -4, CHA -3, Max HP -30 (Does not apply to Super Mutants). Character vomits blood, as well as experiences bloody diarrhea. Hair is gone at this point. The skin begins to get soft, and hangs off in places. Death will occur in 72 hours after experiencing this amount of radiation poisoning, unless treated.
800: END -5, STR -5, AGI -4, CHA -3, Max HP -30 (Does not apply to Super Mutants). Character vomits blood, as well as experiences bloody diarrhea. Hair is gone at this point. The skin begins to get soft, and hangs off in places. Death will occur in 72 hours after experiencing this amount of radiation poisoning, unless treated.
1000: Make a new character. Forget the 24 hour time limit; this level of radiation poisoning causes unconsciousness a few minutes after exposure. A few minutes after that, the character's body begins to shut down. One only experiences this level of radiation after long-untreated poisoning and continued adventuring, or if they decide to prowl around ground-zero without some protection. Death Save applied. If you live you come back as a Ghoul. If you fail all the Death Saves you die. You can use a Vault Point to make the check easier. Even Super Mutants can be affected by insane levels of radiation. They can’t become Ghouls, instead they die. If they manage to live, mutations may alter their body.