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Melee and Ranged Weapon Hit Procedures.

Posted by JSC, Lord of Time and SpaceFor group 0
JSC, Lord of Time and Space
GM, 2 posts
Thu 26 Apr 2018
at 17:42
  • msg #1

Melee and Ranged Weapon Hit Procedures

Melee Hit Procedure %
1 Basic Chance to hit equals one half of the character’s Dexterity or Strength (whichever is greater), rounded up. This should already be figured on your
character sheet as your MW score. ½ DEX or ½ STR.
2 Skill. Add 10% for each level of skill the character has with his attack. Per level of skill +10.
3 Weapon Modifier. If using a melee weapon, add the weapon modifier from the weapons table. Weapon Modifier varies.
4 Helpless. If the defender isn’t able to defend himself because he’s unaware of the attacker or because he’s stunned, the attacker gets a bonus of +20 to hit. Attacking from behind +20. Attacking a Stunned foe +20.
5 Battle Rage. If attacker is a Yazirian and he is in his battle raging state, add +20. Attacker Battle Raged +20.
6 Defender Encumbered. If the target is currently carrying more than half his carrying capacity, add 10. Target Encumbered +10.
7 Encumbered. If the attacker is currently carrying more than half his carrying capacity, subtract 10. Attacker Encumbered -10.
8 Wounds. If the attacker’s current Stamina is reduced to half or less, subtract 10 due to injuries. Attacker Wounded -10.
9 Defending. Subtract 15 if the target is actively defending himself instead of attacking during this turn. Target Defending -15

As in ranged combat, any roll to hit of 01-02 knocks a character unconscious. In addition, an opponent is knocked out if he was hit with a blunt weapon (including bare hands) and the number that was rolled ended with a 0. For example, a character is attacking with a club. He can hit his opponent with a roll of 35 or less. A roll of 01-2, 10, 20 or 30 will knock the opponent unconscious. A character that is knocked out will stay unconscious for d100 turns.

Ranged Weapon Hit Procedure %
1 Basic Chance to hit equals one half of the firing character’s Dexterity, rounded up. This should already be figured on your character sheet as your RW score. ½ DEX.
2 Skill adjustments. Add 10% for each level of skill the character has with that weapon. Per skill level +10.
3 Range adjustments. This can be reduced by using a telescopic sight.
Point Blank +0    Short -10     Medium -20      Long -40       Extreme -80
4 Movement adjustments (all movement modifiers except “stationary” can be applied to both the target and the attacker):
Stationary (target only) +10     Walking +0      Running -10      Dodging -20
If the target is a running animal, use these animal modifiers.
Medium -10         Fast -20       Very Fast -30
If the target (not the attacker) is a moving vehicle, subtract 10.
Target is moving vehicle -10. If the attacker is riding in a vehicle,
subtract 10. If the vehicle is moving faster than 150 meters per turn, subtract 20.
Attacker in Slow Vehicle -10. Attacker in Fast Vehicle -20.
5 Aiming. Add 15 if attacker is standing still and aiming carefully. Careful Aim +15.
6 Burst Fire. Add 20 if firing a burst. Firing a Burst +20.
7 Cover. Subtract cover modifiers.     Soft Cover -10      Hard Cover -20
8 Target Size. Apply target size modifier.
Tiny -10       Small -5       Medium +0       Large +5       Giant +10
9 Wounds. Subtract 10 if attacker’s Stamina is reduced to half or less. Attacker Wounded -10.
10 Prone. Subtract 5 if target is lying prone. Target prone -5.
11 Wrong Hand. Subtract 10 if using wrong hand. Using wrong hand -10.
12 Two Weapons. Subtract 10 if attacker is firing two weapons. Firing two weapons -10.
This message was last edited by the GM at 04:46, Tue 01 May 2018.
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