Natural 20s are no longer intant succeses. Instead, whenever a natural 20 is rolled on a roll to determine how precicely something is done (Such as any skill check execpt jump, or a roll to hit), roll again and add 19 to the roll. Natural 20s only count as crit range if the 20 was enough to hit. ex:
need 28 to hit
roll:-- d20-- effect
1------ 20----roll again, add 19
2------ 20+19=39 hit, and crit chance
3------ 20----roll again, add 19
4------ 11+19=30 crit--
Errant shot: like a normal shot but unmodified by any bonuses or penalties origionating from the firer, and unaffected by concealment.
All firearms have the ability to penetrate. Upon dealing at least 8 damage to a target, the bullet exits the target and has a chance to hit the next person in the line. To do this, draw a line from the weapon to the target and continue it. Any creature in a square at all touched by the line is affected. They suffer from an errant shot, starting with the closest, and dealing the remaining damage if it hits. If that amount is 8 or less damage, it stops there. Otherwise it continues up to maximum range.
Note that you may continue to fire at targets beyond your range increment, at a -2 per complete increment. For example, a pistol fireing at a target 50ft away suffers a -4 to hit (-2 for the first 20ft, -2 for the next 20ft, but no additional penalty for the last 10ft). This rule applies to all ranged weapons.
Reloading a firearm is a standard action, with the exception of machine guns, which require a full round action to replace a belt.
Modes of Fire:
single shot
burst fire
auto-fire
Chain gun auto
Single shot fire: functions just like regular attacks in dnd
Burst fire: fire three shots, subtract one from each of the shots fired to hit
Auto fire: As a full round action, fire as many bullets as you please, with a cumulative -2 for each bullet fired.--Cannot exceed ammo left in clip
Chain gun auto: Most machine guns have a spread of 4, 9, 16, or 25. This is the amount of affected squares. If the bullets are coming from above or below, these take the form of a square. If fired laterally, it forms a normal 90 degree cone, starting with the square of your choseing. The total rate of fire must be divided by the number of squares, each volley being treated like a full automatic attack independent of the others. You may choose to only fire errant shots against anyone who you were not intending to hit. Any objects that block a square of attacks entirely sustains the attacks of the square it blocked.
init is linked to wisdom, simply so DEX can stop being the king of all ability scores.
A character wishing to start a grapple must make an attack roll. If the defender does not want to be grappled, they may make a reflex save. If, and only if the attack roll is greater than both the touch AC and reflex save of the opponant does the grapple begin. Anyone who wishes to join an ongoing grapple succeeds automaticly. A grapple is treated as it's own entity, at the initiative of the defender.
On the grapple's turn, all characters involved roll their inititive. The character with the most current inititive may act, then decrease his current inititive by the cost indicated. If the charater is still highest in inititive, he may act again. The same action being preformed the second time in the round costs one more point than normal, the third two more, and so on. This continues untill another's inititive is higher, at which point they may act untill they fall below someone else, and so on until no one wants to do any action they still have inititive for. Note that actions that provoke attacks of opportunity never do so in a grapple, but the grapple itself provokes attacks of opportunity from everyone ajacent to it each turn.
Heal
First aid: As a full-round action, you can administer first aid to an unconscious or wounded creature.--If you suceed on a dc 25 heal check, the creature regains a number of hit points equal to its character level, +1 for every two points by which your check results exceeds the DC.--Using a medical kit grants a +10 equipment bonus on your skill check.--If the skill check succeeds, the tended creature cannot benefit from additional first aid for 24 hours.--You can administer first on yourself, but you take a -5 penalty on your Heal check.
Long term care: Same as DND
Perform surgery (trained only): You can perform surgery to heal damage. This operation takes 1 hour of uninterrupted work, at the end of which time you must make a heal check.--If you fail, you don't gain the benefits and if you fail, the creature takes damage equal to its damage threshold (10+con bonus+ miscelanious)-- You make a DC 20 Heal check to perform surgury on a wounded creature, healing an amount equal to the creatures levelx con bonus (minimum of one)x amount beaten by.
Scopes: The scope has many uses.--Firstly it counts as a spy glass for the purpose of spot checks.--Secondly, it increases the range of a scondrels sneak attack.--Scope is listed as X2-X4, the number denotes the increase to the range of the scondrel sneak attack. It also decreases the range increment by 1. Finally, it allows crits on a 19 (or 18 is character has improved crit)
Tri-pods: Unless a tri-pod is used on a machine-gun, the player must make a strength check to maintain the aim of the gun.--DC is bullets fired per square. Failure ceases all gun fire. Setting up a tripod is a standard action.
Extended clips: You may opt to extend the clip to up to twice the original size.
Laser Sighting: Aim using laser sight to see if you would hit.--Make an attack roll to see if the laser sight hits, after which the player may opt to fire.
Underslung weapon: Allows player to place a launcher or shotgun on the underside of an assult rifle, but this weapon can only hold one round. Otherwise it is identical to the original weapon.
Silencers: A silencer prevents anyone from hearing the weapon fire unless a listen test is passed (DC is determind by the silencer).
if I ever say "reflex half", assume I mean DC 15.
Driving any vehicle is a full round action, and a use of the piloting skill. A character is capable of piloting one vehicle type per rank in piloting. Before using the vehicle, the character must make a piloting check:
As all vehicles have no dex, they are assumed to have an AC of 5 when stationary.
When hit by an AOE attack, vehicles multiply the damage by the amount of squares they occupy within the radious. should they be allowed a reflex save, the effect of the save is rolled by one dice for all squares.
Any attempted grapples against any vehicle other than a walker use old rules; you can't pin a tank's limbs.
The term "fighters" (which includes gunboats) refers to any air or space based craft that is piloted by ten people or less. The costs of fighters are given in terms of BPV, representing the technical capability of the craft. The TPV is equall to the BPV plus the combined piloting and gunnery skills of all crew. This is the base unit of balance in space combat.
Fighters are covered under silent death rules. For both piloting and gunnery, roll a piloting check:
1-5:1
6-10:2
11-15:3
16-20:4
21-25:5
26-30:6
31-35:7
36-40:8
41-45:9
46+:10
If familiar with that particular craft, a character may take ten. When interacting with the ground, however, they use the following rules. During combat, all fighters in the area preform a complete round of silent death at init zero, with the area of the ground combat represented by a single hex (a hex is 0.2 miles on a side in atmospheric flight). A fighter interacting with anyone in the ground combat measures to that hex. All ground combatants measure from it, but it is unlikely they will have the range unless they ready to shoot whenever someone moves close.
A fighter is assumed to have an atmospheric speed of 120MPH (1050ft, or about 210 squares per round) times the current drive. If targeted, a fighter has an AC of its defensive value if headed directly towards or away from the attacker, or double that if flying by. Should it be hit, each ten damage dealt counts as one hit box of damage.--
A fighter has a reflex bonus equal to the piloting skill of it's pilot added to the vehicles drive -10. As with all vehicles, it never takes fortitude saves, and passes all will saves. A fighter's engines laugh off any attempts to grapple.
If a fighter strafes a ground target, he must roll to attack, silent death style, at all targets in a rectangle 3 squares wide and 5 squares long, with the long side following the fighter's motion, centered on the target itself. The targets use their touch AC as a defensive value, instead gaining 2DR per point of armor bonus for these attacks. Note that while strafeing can only be done at the close range of the weapon, the attacker does not gain the +1 close range bonus. A successful attack deals 1d10 damage for each hit box it normally would have dealt. The pilot may then add a second 3x5 rectangle on the rear end of the first and double strafe.
A silent death missile can be locked onto and fired at a ground target in exactly the same way as another fighter, but only individually (up to ten missiles can still fire as normal, but salvo locking doesn't work). A ground target, if aware that the missile is being launched, may attempt a DC 20 reflex save to jump behind any cover within five feet. If the save succeeds and the cover completely blocks the missile's view, the missile veers off course, which in most cases is to far for the exact details of where it lands to matter. In any other event, the missile hits it's mark precisely. Some missiles can lock onto squares, but none can track a spot above the ground. Upon impact, the missile deals 8d12 damage, Reflex half, to everything in each square within 25 ft. Note that creatures or vehicles with multiple squares in the radious take the damage for each square they occupy within the radious.--
Torpedos are too bulky to be used inside a planet's atmosphere, and no pilot is foolish enough to see what such a warhead would do with air to carry the force of the blast in all directions.
A fighter that impacts at least one ton of material at flying speeds is destroyed, with the ensuing shrapnel dealing 1d6 damage, reflex half, per hit box (at full health) of the fighter just destroyed to anything and everyone within a radius of one square per hit box (at full health) of the unlucky fighter, excluding those inside, who suffer 2d8, Reflex half, for each point of the fighter's last drive.
Ejecting is a free action, but only on the pilot's turn. Ejecting out of a non-destroyed fighter always works, with the parachute opening on a 1d20 roll of 2+ (most pilots carry a backup anyway). If a pilot waits until the round when a fighter is destroyed to get out, things get sticky. A fighter which has been damaged more than half it's original hit boxes BEYOND the point of it's destruction disintegrates immediately, leaving no chance to escape and dealing 1d20 damage to the occupants per current drive. A fighter which is less than half their original hit boxes under the kill box is assumed to break or explode into an unescapable wreck by the end of the round, dealing 1d20 damage per round and trapping the occupants until impact. A fighter with less then four hit boxes below the kill box remains intact until impact with the ground. Ejecting from any such fighter is a DC 10 reflex save, and the parachute fails to deploy on a 3 or less on a d20. Parachutes reduce falling damage by 1d6 per five feet deployed above the ground beyond the first 50 feet per current drive the vehicle was (and ejectie is) moving. Therefore, a parachute deployed halfway down the fall plus 50 feet per drive results in a safe landing.
Repairing 1 hit box on a fighter requires the appropriate supplies as well as a sucsessful DC25 craft (engineering) check.
This covers both two and four wheeled vehicles, even bicycles, differentiated by two stats: top speed and tonnage. A bicycle has a top speed equal to twice the strength check result of the user.
The standard Automotive has 200HP per ton across it's entire chassis, but the engine itself has 20HP per ton, total cover, and DR10 from the surrounding casing. If the chassis is destroyed, the vehicle is a useless wreck, but if the engine is destroyed the vehicle mearly stops moving. Bicycles do not have engines, have +6 to AC due to their small profile, but are destroyed after taking 10 points of damage. All Automotives gain +1 to AC per ten MPH if not driving directly towards or away from their attacker.
A target inside an automotive gains cover. If the attack fails because of the cover, the attack still hits, but the target gains DR10(this stacks with existing DR)
Automotives have a reflex bonus equal to the piloting skill of the driver -10.
Grappling an automotive is only possible if you are at least the same size catagory as it. Automotives are considered to have a strength of their current speed in MPH, and do continue moving if they are not pinned, breaking the grapple.
Normal driving is not relevent to the rules; it is assumed that if you can drive a car, it drives. Riskier or faster driving involves more chance. In a prolonged race or chance, it will become nessisary to simply draw out the paths the vehicles travel, noting the length--in squares and how far along a vehicle has traveled. If in a race or chase, first determine the amount of squares per round (8 per 5 MPH). All of these must be used.
Moving 5 ft forward, obviously, costs one square of movement. Automotives are assumed to accelerate up to 20 MPH per round and slow down up to 20 MPH freely. Multiply the amount of squares remaining by the same fraction that the automotive's speed increased or decreased by. For example, a car driving at 20MPH (32 squares per round) has used up 8 of those squares prior to accelerating to 40MPH. The remaining 24 squares are doubled, giving the car 48 squares for the rest of the round. Bicycles may accelerate freely up to the max they rolled that round. Once at top speed, a driver make make a piloting check to push the vehicle for a little more. The result of the piloting check is how many extra squares the vehicle moves that round.
To decelerate quickly, pick a number between 2 and 25. All remaining squares (and the current speed) are divided by that number, but the driver must also pass a piloting test equal to that number, or the automotive vears.
Whenever you attempt to make a sharp turn, roll the silent death hard turn dice, and multiply by your current speed divided by five. This is the minimum turning radius you can manage. If this is too wide for the turn attempted, the vehicle vears at the beginning of the turn.
Preforming any of these manuvers in responce to something that happened within the last round requires a roll of 1d20 minus your initiative bonus. The result multiplied by the vehicle's speed divided by twenty (fractions allowed) is the amount of squares that must be traveled prior to performing the maneuver.
A vearing vehicle rolls 1d20 and subtracts the driver's piloting. If the result is 10 or less, the vehicle drifts of the number indicated times ten feet. If the result is 11 or more, the vehicle rolls (the number indicated minus ten) times ten feet, dealing 1d6 damage to the occupants. The direction is determined by rolling a d6. 1 is one left for each one forward, 2 is one left for each two forward, 3 and 4 are straight ahead, 5 is one right for each two forward, and 6 is one right per one forward. Upon impacting anything, it crashes. Otherwise, the vehicle is back in control if it drifted, or useless if it rolled.
All occupants in a crashing vehicle have the opportunity to make a DC 20 reflex save to get out of the automotive prior to the crash. Upon hitting something of at least half the vehicle's weight, it stops and takes 1d6 damage per 10 MPH it had at the time of impact, times the tonnage of the vehicle in question. The object hit suffers the same damage. The occupants take 1d4 per 10 MPH, reflex half, reguardless of the tonnage. Leaving a crashed (or otherwise destroyed) vehicle is a full round action requireing a strength check equal to or greater than the amount of damage taken by the vehicle (never more than it's maximum HP).
Jumping out of a moving vehicle deals 1d6 damage(reflex 1/4) per 10 MPH.
Tanks have the following stats: HP, STR, speed, DR, accuracy, and shell type. These vary based on the tank. All tanks have 5AC and automatically fail reflex saves.
Normal tanks must spend 10ft of movement to turn 90 degrees, but otherwise move normally. Tanks cannot make run or double move actions.
Almost all tanks have a turret mounted on the top. This uses the gunnery of it's operator plus the tank's accuracy as it's bonus. Most of these weapons arc, working like grenade launchers. Some tanks have additional weapons mounted on the top. These function like normal weapons of their type.
Despite their incredible strength, tanks can be grappled by anyone, but they deal 10d10 points of crushing damage when-I mean if-they win the grapple.
Speaking of crushing, anyone in the path of an oncoming tank may either make an attack of opportunity or a DC 10 reflex save to get out of the way or suffer 10d10 damage.
While reduceing a Tank's HP to 0 will destroy it outright, the tank fails to move after being reduced to half of it's HP, making it simply a gun turret that gives cover to those inside. Dealing just 1% of the tank's HP (after DR) to the hull will allow an errant shot to everyone in the tank by whatever penetrated the armor, at a -4 due to the inherent cover provided by the tank. A single hit that deals 5% of a tank's health (after DR) disables it immediately
There are a variety of things that float on the sea, but for convenience they will all be referred to as "ships".
A ship is defined by her overall size, movement speed, turn rate, Hardness, Max water, and her special components, which also each have attributes, including size. In addition to the normal sizes, ships frequently use sizes beyond colossal. The size one greater than colossal is colossal+, two greater is colossal++, and so on. Colossal+3 or colossal3+ both refer to colossal+++. Each "+" corresponds to doubleing each dimention, and multiplying the volume and mass of the object by 8. Any size modifiers from the previous catagory are also doubled.
Naval movement can be done one either the normal grid, or on the same hexagonal grid used for fighters. One "movement point" refers to about 22 squares per ronud (slightly less than 12MPH or 11 knots). For each 10 movement points used, a ship may move into another hex on the fighter-sized map. After moving the amount required by the movement rate, the ship may turn one hex side (approximate to the nearist 45 degrees on the normal grid). A ship must spend at least half the speed she did last round, unless she only moved one point or less last round, at which point she can stop. A ship that starts moving moves one point in the first round and may move as much as twice the speed moved the round before untill maximum speed is reached.
A ship and all of her special components fail all reflex saves automatically, and have an AC of 5-size modifier. This AC is so low that any character will probably hit on anything but a natural one. An attack within 30ft of a ship does not even need to roll to hit, simply roll for damage.
While ships can carry normal weapons for use against infantry and aircraft, Waterbore craft are famous for their larger cannons, reffered to here as naval guns. A naval gun has two statistics: accuracy die and damage die. When attacking another ship, a naval gun rolls it's accuracy die. If the result plus the amount of size catagories beyond huge of the component targeted is greater than the distance in hexes between firer and target, the targeted component is hit. If the component is not hit, replace the size of the componant with the size of the ship as a whole. If that result is greater than the distance in hexes, the ship's hull is damaged.
If a hit is confirmed, roll the damage die. If the target is a componant, it suffers 100 damage times the roll. If the target was a ship's hull, the hull suffers 100 damage times the roll. In addition, whenever a ship's hull is damaged (by any sort of attack), the ship takes on one gallon of water per damage suffered each round, starting with the round after the damage was taken. Multiple hits to the hull stack.
Once the water taken equals half the ship's max water, the ship is partially sunk. Due to a tilt on all decks, balance, tumble, and climb checks, as well as attack rolls, suffer a -4 penalty. Once the max water is reached, the ship sinks below the waves.
Submarines are distinct from other Marine vehicles in that they are capable of operating below sea level. A submarine has a diving and riseing speed, given in feet. A submerged submarine gains any benefits from being under water, but if it ends a round more than 200ft below the surface with damage to the hull, total hull damage doubles due to the submarine being crushed. This occurs before the submarine takes on water.
This section covers all remaining unfilled details concerning space vehicles and all modifications to normal rules due to the effects of space.
The effects of space can be grouped into two catagories: alternate gravity and vacuum. As it is possible for either to exist without the other, they will be stated separately, but outer space almost always features both.
Alternate gravity: Characters suffer a -1 to DEX for every G beyond that of their homeworld. Whenever attempting any strength check, a character divides his result by the current G's (Earth's gravity is one G) in that environment, but instead moves himself if the object being moved has a mass greater than that of the character plus (the mass of what the character is standing on or bracing against times current Gs). This means that, as G's approach 0, characters can move more and more massive objects, until the point is reached where the object being braced against is so small and the thing being moved is so large that a lack of friction becomes a problem. As G approaches infinity, characters have no issue with friction, but soon find they can't lift anything, including themselves. In addition, high G's are dangerous; A character in an environment of more than 8 G's must pass a fortitude save (DC equal to the amount above 8 G's squared) or take 1d10 non-lethal damage.
Vacuum: In a vaccuum, most effects are very much the same. Without air, however, all range increments are doubled. In addition, all listen checks are impossible if there are no objects touching both listener and sound, and at a -4 if there are.
The most noticeable effect of a vacuum occurs if one is caught in one with no space suit. Such an unfortunate soul must pass a Fortitude save at the beginning of each complete round without normal air or die instantly. The DC is equal to the inverse of the amount of atmosphere density relative to the home planet. For example, on a world with one-tenth of earth's atmosphere, a human must pass a DC 10 fort save each round or die. In an absolute vacuum, the DC is therefore infinite, and death automatic in the round following loseing the space suit.
All craft of up to six crew are covered by silent death, but larger ships (capital ships) use the following rules:
Capital ships cannot enter an atmosphere, and thus never enter ground combat.
Holding onto or climbing across a capital ship while stationary is a DC 5 climb check, while doing so while it is accelerating, decelerating or turning is a DC 20 Climb check.
Colliding into a capital ship counts as falling damage for characters, and crashing into the ground for vehicles. The capital ship ignores the impact of a character, and takes damage (see below) from the impact of a fighter's crashing damage as normal, although it will probably not greatly effect the craft. Capital ship impacts are covered below, and I have no idea what anything else would be doing in space.
Capital ships fill either one or seven (one core and the six adjacent) hex(s) entirely, so that no craft can even fly into the hex(s) at that altitude without colliding (automatically) with her. The actual capital ship is divided into 7 parts, a center and six surrounding outer hull sections. Each of these sections contains several stats: Any weapons on that section(excluding center), and the amount of tons of armor, ordinance, shields, engines, life support, sensors, energy, and non military components. With the exception of weapons, these are listed as numbers, with both represent the number of hit boxes and mass of components of that type in that area of the ship.
Non military components, as the name implies, are the sum total of everything that does not factor into combat, with one exception: every capital ship must have a bridge onboard, which consists of 5 non military components. The section that contains the bridge must be noted on the capital ship's sheet, and the ship may no longer move if the bridge is lost.
Life support is the sum total of all systems used to keep the crew alive, as well as the rooms and hallways to physicly accomidate them. 1 life support can support 10 crew(current crew is noted underneath the life support number). If at anytime crew is above the amount supported on that section, half the crew (rounding up) perish per round in one way or another until it is below life support times 10. Individuals onboard must pass a DC 20 fortitude save or suffer 2d6 damage. A section with no living crew is disabled; no weapons in the section may be fired, and the entire ship counts as haveing no bridge should the bridge be in that section.
Engines are a bit more complex. Engines on one side of a capital ship can move it in the directly opposite direction up to a total number of hexes equal to the amount of engines in that section times 10 divided by the amount of mass of the rest of the ship combined. For example, a ship with 150 engines is back with a total mass of 800 could move forward (150*10/(800-150))=~2 hexes. All the engines combined on the sides (all sections excluding front and back) of a capital ship can allow it to turn by the same ratio, rounding up. For example, if that same 800 mass ship has 25 engines on each side section, it is able to turn (100*10/(800-100)=1.4, rounded up to 2 hex sides per turn. Each section of engines can only be used once, but other than that a capital ship can move in any direction it wants.
Power is needed to run a section of a ship. You may not use more than double the amount of power in that section of any single component type in any given section.
Shields contribute one point to the ship's overall shields(see below). The current shield stat, shared between all sections of the ship, starts at the Max, goes down when attacked(see below), and rises by 10% of currently intact sheilds(cannot exceed maximum) each round. When shield componants take damage, subtract from the current shields of the capital ship only if the current is higher than the new max. Otherwise, it is assumed the area of the shield that generator was generating was the one that was broken through.
Ordinance is a number. When a weapon that uses ordinance is fired, that number goes down. A weapon cannot be fired if there is not enough ordinance in that section to use it.
When a captial ship attacks with capital ship weapons (a capital ship may carry any weapon from silent death, see below), roll d%. This roll must beat 100*distance in hexes of target*speed in drive of target/sensors in the same section as the weapon being used to hit.
When attacked by fighters, all capital ships have a defensive value of 5 and DR 4. If somehow attacked by ground weaponry, they have an AC of -11 and DR 40, each 10 remaining damage is converted into one hit box, just like fighters.
If the ship has shields remaining, 90%(rounding up) of the damage is first applied to the sheilds(note that all sheilds on a ship add up to a universal "shields" value.) The remaining 10%, as well as any hit boxes of damage left after reducing shields to 0, move on to the armor. Only 90%(rounding up) of that deals armor damage to that section, with the remaining damage being sent to the internals, as well as any past reducing armor to 0. Then roll a 1d8 for any internal damage. On a 1, it damages shields. On a 2, it damages engines. On a 3, it damages sensors. On a 4, it damages non-military components, on a 5, it damages life support. On a 6, it damages ordinance. On a 7, it damages energy, and on an 8, one weapon is destroyed (rolled at random). Subtract the damage from this number of that component in that section. If energy was hit, double damage is dealt. If ordinance was hit, roll for internal damage again, dealing the amount of ordinance destroyed in hit boxes. If there is leftover after reducing a component type to 0, roll again and deal the remaining damage to a new component type. If all component types are at 0, this section has been entirely destroyed. If it was an edge, roll for internal damage to the center. If it was the center, roll for internal damage for the opposite edge. If you have reduced all three to 0 in every component type, the capital ship has split in two, and is replaced with a burning hulk (which still fills the hex for movement purposes).
When creating capital ships, they are assumed to have a BPV of the total mass of the ship, discounting all non-military components besides the bridge, assuming non-military components do not account for more than 10% of mass. There is no upper end to capital ships, but all capital ships must have at least one crewed bridge(backups in other sections are allowed) and at least one point of components in each section to qualify for this class, making the theroretical minimum cost for a capital ship 19. A capital ship may buy warheads or cannons from silent death, at the same price fighters would pay, but must buy a gunner for each weapon(excluding torpedos) as well. Capital ship weapons are as follows:
Name:mass(not hitboxes, as all weapons are considered destroyed upon the first hit):damage(in hitboxes):ordinance used
Railgun:5:5d8:1
Plasma beam:5:2d20:1
Laser:2:1d10:0
Ionic burster:15:d%:2
Anti-proton beam:10:4d20:2
Warhead projecter:20:2d%:3
Gamma ray pulse:30:4d20*3:3
Disrupter cannon:30:4d%:5