This document provides a cheat sheet for combat mechanics in a roleplaying game involving firearms and melee weapons. It lists difficulty levels and modifiers for ranged attacks based on weapon type and target conditions. Armor values and optional hit locations are presented. Movement rules allow characters to move and attack in the same round, with penalties for firing while running. The sheet summarizes key rules for resolving combat encounters involving firearms or melee weapons.
This document provides a cheat sheet for combat mechanics in a roleplaying game involving firearms and melee weapons. It lists difficulty levels and modifiers for ranged attacks based on weapon type and target conditions. Armor values and optional hit locations are presented. Movement rules allow characters to move and attack in the same round, with penalties for firing while running. The sheet summarizes key rules for resolving combat encounters involving firearms or melee weapons.
This document provides a cheat sheet for combat mechanics in a roleplaying game involving firearms and melee weapons. It lists difficulty levels and modifiers for ranged attacks based on weapon type and target conditions. Armor values and optional hit locations are presented. Movement rules allow characters to move and attack in the same round, with penalties for firing while running. The sheet summarizes key rules for resolving combat encounters involving firearms or melee weapons.
Base Range = Regular Firearm attacks are not opposed. Long Range* (2 x Base) = Hard Very Long Range* (4 x Base) = Extreme 1: Determine Difficulty by weapon range. *bipod, tripod, braced weapon doubles base range 2: Apply modifiers. *telescopic sight doubles base range 3: Make roll. Ranged/Firearm Modifiers Target may Dive for Cover (Dodge) but cannot Fight Back. Diving For Cover 1 Penalty Die (Dodge success) Armor Values Partially Concealed 1 Penalty Die Heavy leather jacket 1 point Point-Blank Range* 1 Bonus Die WWI helmet 2 points (within 1/5 DEX in feet) *excludes long/cumbersome 1” Hardwood 3 points weapons like rifles, full-length 1” Steel Plate 19 points shotguns, and bows. Large sand bag 20 points Aiming for 1 round 1 Bonus Die 6” concrete 25 points Target moving at full speed 1 Penalty Die (MOV 8+) Optional Hit Locations Target is small (Build –2) 1 Penalty Die Die Roll Location Target is large (Build 4+) 1 Bonus Die 1—3 Right Leg Loading 1 bullet & shooting (same 1 Penalty Die round) 4—6 Left Leg Handgun firing 2+ shots 1 Penalty Die on all 7—10 Abdomen (semi-auto fire) shots 11—15 Chest Firing into melee 1 Penalty Die 16—17 Right Arm Firing while running 1 Penalty Die 18—19 Left Arm Mounted Weapon 1 Bonus Die 20 Head (to vehicle or structure) Firing while prone 1 Bonus Die Movement During Combat Firing at prone target 1 Penalty Die Melee (ignore if at Point Blank range) Character may move their MOV in yards and attack normally Other Firearm Rules Character may move their MOV x 5 in yards and make one melee attack at end of the round. Readied firearms may shoot at +50 in DEX order. Firearms Reloading a clip or magazine takes 1 round. Up to two Character may move and take shots at any point during individual shells can be loaded per round. the round. To take advantage of the +50 DEX for readied firearm, Melee Modifiers it must be fired before any movement is made. The character may move up to a number of yards equal Target already Dodged or Fought 1 Bonus Die to their MOV rate and make their firearms attack (or Back one attack this round. attacks) normally on their usual DEX rank. *n/a if allowed multiple attacks If the character moves their MOV rate x5 in yards, they Kicking prone target 1 Bonus Die must fire while running (penalty die) and shots may be delayed in DEX order if significant distance must be covered to reach a firing position (Keeper’s discretion) Compiled by Seth Skorkowsky