2300AD Combat Rules

By Pedro A.C. Tavares ·

TML message #4012From bundle 334

These are the combat rules that I made up for 2300AD.
I'm also posting some stuff for character generation on a separate mail (may
mailer doesn't agree with large documents..).  When I have the time I'll
send a few more rules that aren't at the moment written in English.

I very interested in knowing about your opinions and alternatives for these
rules.




COMBAT RULES AND MODIFIERS

FIRE  MODIFIERS
- -------------------------------------
Target Position
Crouching/Kneeling/Sitting         -1
Crawling/Lying Down                -2
Target Size: meters
up to 0.25                         -2
 0.25 - 1                          -1
    1 - 5                           0
    5 - 10                         +1
  above 10                         +2
Movement
Firer is running                   -1
Firing from vehicule               -1
.... at double Speed/evading        -2
Target Speed (1)
Target is Stationary               +4
Target is Running                  -1
up to 150 m/action                  0
150 - 300 m/action                 -1
300 - 600 m/action                 -2
600 above m/action                 -3
Eyesight (2)
Blind                              -8
Poor/one eye                       -1
Excepcional                        +1
Wounds (effects are cumulative)
Attacker Wounded (shock or stun)   -1
Weapon arm wounded                 -1

Using wrong hand                   -1
Firing two weapons                 -1
Shooting at crowds (3)             -1
- -------------------------------------
(1) Not for missile fire.  For area fire only if target enters or leaves.
(2) This modifier is not applicable for weapons with targetting systems
that do not rely on direct visual contact from the firer (VDU's for
example).
(3) If misses there's 25% of hitting anyone in line of fire.


MEELE MODIFIERS (strike and blocking)
- -------------------------------------
Subtract opponent Dex from your own

Wounds (effects are cumulative)
Attacker wounded (shock or stun)   -1
Weapon arm wounded                 -1
Legs wounded                       -1

Higher than oponent                +1
Attacking from behind              +3
Surprise attack                    +5

Using wrong hand                   -3
Attacking with two weapons         -2
Using two handed wpn single handed (1)

Wearing full rigid armour          -?
Using long weapon in close combat  -2
Blocking with a shield             +2
- -------------------------------------
(1) As penalty use 5-STR


Carefull Aiming
Sniper delays initiative level by 1 and stays unmovable for this
initiative call and the one he shoots in;  add 1 to the roll on the Aimed
Fire Task for Sidearms and 2 for rifles and weapons fixed on mounts.

Hasty Attack
The firer can attemp to attack one initiative level sooner but receives
the penalty of one difficulty level (40%).  This can be regarded as
equivalent to an hasty task.

To Hit Special Location: roll on hit location table and sum/subtract the
numbers on this table to close in on the desired location:

Range       Location Mod              Hit Chance Mod
Close       3+Marksmanship            Head          -3
Effective   1+Marksmanship            Upper Torso   -2
Long        Marksmanship              Hand/Foot     -2
Extreme     No Effect                 Arm/Leg       -1

Shooting Blind: treat shot at two difficulty levels higher.  Can hit
anyone in targeted area.

Fumble on Hit Roll: a fumble happens when a natural 1 is rolled for and
attack.  Consequence is (simple rule) any one random figure in the line
of fire is hit or (second rule) roll on table below.  If weapon is jammed
the user can make one unjamming roll each action.

Fumble Effects, 1d10
     1   no effect
2 -  8   hit a random figure in line of fire.
9 - 10   weapon is jammed: roll 6+ on 1d10 to unjam
    11   weapon is inoperational: MQ-DAM = 0
    12+  -1 at roll of 12, -2 at 13, etc.
Notes:  Add damage points and subtract user skill on the weapon.
Aplly these mods for unjamming also.

NOTE!!!: this last table refers to MQ (mechanical quality) and DAM (damage).
I don't have these rules in English but I'll post them as soon as possible.

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Pedro A.C. Tavares
Faculteit der Technische Natuurkunde
Twente Universiteit
[email removed]
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