Friday, June 28, 2019

Robomeck RPG: Gun Combat

Robomeck RPG Index

GUN RULES

Called Shot (Personal Combat): This includes attacking a certain area or spot, trying to hit someone holding a hostage, firing into a crowd to hit a specific person, or attempting a disarming attack (with a firearm).  Must be called before roll.  The attacker will have to succeed at two attack rolls to be successful.  (Roll both d20’s at the same time to save time.)  If either attack roll fails, the shot is a miss.  If there’s a hostage or something similarly valuable involved, a double miss hits the hostage or a bystander.  Those with the Crack Shot skill only need to make one roll and they will always either hit their target or miss everyone.

Taking Cover: When gunfire goes off, most people duck for cover.  Finding close cover takes 1 rd (if it's available), it does not allow the attacker another attack, but the person taking cover cannot attack that rd.

Partial Cover: Either hiding behind an object that affords full cover, but still counter-attacking; or cover is only partial; or prone (only counts as cover if under attack at Long range).  Can still make ranged attacks.  You will not have the initiative over anyone in the open.  Those behind partial cover can only be hit on a Called Shot.   

Full Cover: Completely covered and can’t be directly hit.  A grenade or a weapon that can destroy the cover can still affect them.  Those under full cover cannot attack for that rd.

Flimsy Cover and Blind Firing: Curtains and plaster walls such won't stop bullets, however if completely obscured, the attacker loses all attack bonuses on the target for that rd.  Likewise, attacking someone in complete darkness or with obscured vision will be without all attack bonuses.

Out in the Open: Characters in the open always have the initiative over those taking cover.

Suppressing or Cover Fire: This is called before making a firearm attack.  A successful roll (doesn't require a Called Shot) against a partially or fully covered target doesn't cause damage, but keeps the target from attacking or moving for one rd.

Flanking: In gunfights between covered opponents, smart combatants normally attempt to flank or get behind the other side.  This can be achieved through Covering Fire and breaking cover (by the shooter or another) or by Stealth.  A flanked opponent will likely surrender immediately (a way to keep personal combat from dragging out).

Sniping (Personal Combat): The attacker must have cover or use Stealth to get into position and have a clear shot at the target (who does not get a cover bonus).  The Stealth roll would be DC 12 if at Long distance or an unaware target, DC 18 for an exposed position or against someone alert. 

The attacker has two options for attack.  Roll for a normal attack, if successful, it causes max damage.  Alternately, they can try a Called Shot for an instant kill.  If both rolls are successful, the target must make a DC 18 Fort Sv to live.  Even if successful, they are still at 0 hp and unconscious.  If the rolls aren’t both successful, then no damage is done.  After the shot, the sniper will have to make a DC 18 Stealth check to avoid being spotted.

(This assumes that a Character is the sniper.  If an NPC opponent is the sniper, then the Characters would have to Detect the sniper getting into position, DC 12 if alert, DC 18 if unaware.  After the shot, it would be DC 12 to Detect the sniper’s position.)

Point Blank Shot: An attack at Close range with a ranged weapon.  No attack roll is needed, just roll damage.  Two shooters at Close range will be in regular initiative order.  If one of the combatants isn’t using a firearm, the shooter will have the initiative.  However, the shooter will be within melee range and can be struck or grappled, which will keep them from using their firearm if hit.

Horses/Motorcycles/Vehicles: It is a Called Shot to just hit the rider or driver or part of a car (like the tires, which will stop vehicles). 

Reloading: Takes one rd.  If reloading a clip, the person may keep moving.  A revolver can only be reloaded when stationary. 

Massed Small Arms Fire: To simplify a hail of gunfire made with multiple weapons (5 or more), add +1 to the best shooter’s attack roll for each additional attacker.  If mass firing at multiple targets, use only the best AC.  If hit, make one damage roll and multiply by 1d4 and apply to each target.  (Not very realistic, but very dramatic.)

Grenade Attacks
Can be lobbed at an area or group of opponents, up to four.  For multiple targets, each target takes full damage, ½ damage with a DC 12 Ref Sv.  A missed attack won’t cause damage to the opponents, but will go off somewhere.  The Ref will have to make a ruling and perhaps an ad hoc die roll according to the situation and what else is in the area. 

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