In Fuzion, each player can perform one
action per phase. But what kind of actions can you perform when your
chance comes up? And how do they all work together? In general,
there are two kinds of Actions in Fuzion: Basic Actions, which are
simple descriptions of tasks you'll want to perform during your
turn, and Advanced Actions, which represent more sophisticated
maneuvers that add strategy and tactics to your game play. Both have
advantages; Basic in speed, Advanced in subtlety. Note that
each character in combat is concidered to be attempting some type of
defense. Thus each character is allowed to parry or avoid
incoming attacks at no action cost. This "free" actions are
NOT concidered BLOCKS or DODGES (both of which are actions and give
the defender certain bonuses.
The following section discusses Basic Actions a
character can perform, each explained. Advanced Actions are
described on the following page in their own section. Both also have
useful summary pages to recap what each action means.
BASIC ACTION SUMMARY
Actions Notes
|
| Attack |
(Shoot Make Attack (optionally, add modifiers); autofire
or Strike) attacks count as one Action. Kicks do +1DC at -1 to hit.
|
| Block |
Stops any one attack with a successful Defensive Roll +
3 vs the Attacker's Attack roll.
|
| Dodge |
Makes you harder to hit against all attacks this
phase-adds +3 DV, but you cannot attack
|
| Get Up |
Get up from being prone
|
| Grab |
-2 to perform; grab target or gadget; -3 Defense for both
|
| Run |
Move up to your full Combat Move (a
Run).
|
| Sprint |
Move up to your full Non Combat Move at 1/2 DEX, 0 REF
|
| Other Action |
Any single action not otherwise specified.s
|
[or Use a Skill] reloading, mounting a vehicle, changing weapons, etc.
|
| Throw |
Throw one object(-4 if not made for throwing). |
BASIC ACTION DESCRIPTIONS
|
| Attack: |
Use a weapon, power or physical combat skill to harm an
opponent. There are many modifiers that can affect your chance
to do this Specific weapons may have other modifiers to take
into account as well.
|
| Block: |
Use this Action to deflect attacks. In general, this
means stopping a specific Melee or Hand to Hand attack in
addition to your normal Defense Value. When Blocking an
attack, make a Hand to Hand Defense or Melee Defense roll
against the roll which your attacker already got past your
defense roll. If the roll is successful, the attack is
blocked. After being blocked, the attacker is put off balance,
and must act after the target next phase regardless of normal
turn order. This is a good time to introduce the Rock,
Papers, Scissors Rule of Blocking. As a general rule, certain
defenses can be used to physically block certain kinds of
attacks; against other attacks, these defenses are worse than
useless. (You could lose an arm!)
As a rule of thumb, always remember:
Wood damages Flesh
Metal damages Wood
Energy damages Metal
|
| Dodge: |
Use this Action to make yourself harder to hit. Instead
of attacking, you may declare that you are actively dodging
and gain +3 to your Defense Value against all attacks that
Phase.
|
| Get Up: |
Use this Action to stand up after being knocked down.
|
| Grab: |
Use this Action to get a grip on an opponent, a weapon,
a gadget, or something else. A successful Grab allows the
attacker to hold, pin, choke or throw his opponent; he may
also attempt to grab a weapon from his opponent's grasp. Use
an Opposed Skill check to see if you can break out of a Grab
(use STR
Characteristic plus Hand to Hand, Athletics or Martial Arts
whichever is highest); the attacker suffers -2 to his
roll. When Grabbed, both grabber and grabbee are -3 DEX to all
other attacks. The grabber can choose to do his full STR in
damage to the grabbee each
turn.
|
| Run (Combat Move): |
Allows character to move up to their full Running Characteristic that
phase.
|
| Sprint (Non-Combat Move): |
Use this Action to move faster each phase-up to your
full Sprint speed, but at 1/2 DEX and 0 REF while doing
so.
|
| Other Action: |
Use this Action for anything not covered by other
Actions, like reloading, taking off your shirt, opening a
door, or anything else you can think of. How long an Other
Action takes is up to the GM; they may well decide that what
you describe takes several rounds to perform, or it may have
modifiers on your DEX. Some common Other Actions: drawing a
weapon, getting into or out of a vehicle
(or mounting or dismounting from a horse), and clearing
a jammed weapon. All of these Actions take up your full phase.
|
| Throw: |
This allows the attacker to use a thrown weapon
(grenade, bottle, mug, small car). The
object must be liftable by the character, and may be thrown
using the character's Athletics Skill. Improvised,
non-aerodynamic objects can be thrown at at -4
penalty. |
TURN SEQUENCE SUMMARY Each Phase, roll
one die and add your REF. During this 3-second segment, do the
following:
[A] Choose Your Action You have 1
Action each Phase. These actions can be Attacks or involve other
types of activity. If attacking go to [B]; if not, skip down to
[D].
[B] Check Line of Sight You can attack
anything positioned forwards of your shoulders, as long as nothing
else is in the way.
[C] Check Range Each attack has a
range, listed in meters/yards.
[D] Resolve Action See Taking Action
[pg.141]. In general, roll 1die and add to your Characteristic+
Skill. If the action was an Attack, go to [E]. If not, go on to NEXT
PHASE [F].
[E] Resolve Damage If you hit, roll a
number of 6-sided dice equal to the Damage Class.
[F] Go to Next Phase Start again with
the process.
ADVANCED ACTIONS These are other
Actions you can take besides the Basic ones. Remember that even this
list is only a fraction of the possible maneuvers you may want to
invent or add to your campaigns.
Advanced Action SUMMARY
Actions |
Notes
|
| Aim |
Each phase taken Aiming adds +1 to Attack, up to +3; no other Action possible
|
| Choke |
Hold A Grab at - 4 REF. 2DC Killing Attack. And you can't talk while being choked.
|
| Disarm |
Knock opponent's weapon from hand.
|
| Dive for Cover |
Avoid an area attack. Defender makes REF + Athletics (or combat)
skill roll vs 8, +1 difficulty per each extra meter/yard dived.
|
| Draw & Attack |
Draw weapon and attack in one Action. -3 Penalty to attack.
|
| Entangle |
Immobilize opponent until he can make a Escape.
|
| Escape |
Escape from Grabs or Entangles, using
STR+Athletics(or combat) skill vs opponent's
STR+Athletics(or combat)skill.
|
| Haymaker |
+3 dice damage, with -3 to REF.
|
| Move |
This action allows you to move up to half your Run (or
other Combat Movment power) distance, and perform one other
action, except for Run, Sprint, Move By, Move Thru, Recover or
any action the GM rules to take a Full Action (or
longer.)
|
| Move By |
Full Move and HTH attack during movement with a -2
penalty. to REF & DEX. Damage = half of STR + 1 die for
every 10m/yds moved. You will also take one third of that
damage yourself.
|
| Move Thru |
Full Move and HTH attack at end of move with a -1
penalty for every 10m.yds moved and a DEX penalty of -3 total.
Damage = STR + 1 die for every 5m/yds moved; you will also
take one half of that damage yourself.
|
| Recover |
-5 to Defense Value, get Recovery back in SDC
All Characters should get a free Recovery at
the end of every Round. If the game is not using the Speed
Chart, then the characters should get a free Recovery at the
end of each 4 Phases. |
| Sweep/Trip |
Opponent falls; takes -2 penalty to his REF next phase,
must spend an Action to get back up.
|
| Wait |
Wait for a chance to take your action or hold an action til later. |
Advanced Action Descriptions
| Aim: |
This action allows you to improve your chances to hit
with a ranged weapon(only). Each action taken aiming adds +1
to your attack, up to three actions total. Aiming assumes a
steady, braced position, no movement, and a clear chance to
track your target.
|
| Choke Hold: |
A two hand or one arm Grab maneuver
(unless you're really big and your GM allows you to use one
hand or arm). Once a successful Choke hold is
established, the choker will do 2DC in killing damage unless
the Choke is broken by the
victim.
|
| Disarm: |
On a successful Attack roll, you have a chance to knock
something from the opponent's hand at no penalty. The attacker
gets a STR + Hand to Hand roll versus the defender's STR +
Hand to Hand roll; if the attacker wins, the defender drops
the weapon. Use the area effect table to determine where the
weapon falls, with your opponent in the center.
|
| Dive For Cover: |
This action allows you to get out of the way of
explosions and area effect attacks. You make a Defense
roll(using an
appropriate Hand To Hand or Athletics roll if allowed by the
GM), against a Difficulty Value based on the distance
(base of 8 for
1m +1 difficulty for every extra 1 m/yds). If the roll
is failed, you didn't dodge fast and/or far enough and were
caught by the attack effects. Diving for cover can be
performed by holding an action
(just in case) or by
aborting to your next action if you have not yet taken your
turn.
|
| Draw & Attack: |
By declaring this action at the start of the round, you
are effectively trying to "fast draw" on your opponents. This
allows you to draw and use a weapon in one action, instead of
the normal two, but imposes a -3 penalty on your
attack.
|
| Entangle: |
This allows the character to use any entangling type of
attack(whips, nets, tentacles, etc)to
immobilize an opponent. The attack is made using the skill for
that weapon against the target's defense roll. An entangled
character must act as though a Grab has been made; he can't
move or attack until he
escapes.
|
| Escape: |
This is the action of freeing yourself from physical
holds, chokes, entanglements or simple traps (like snares or nets). This requires a
separate roll using your STR+ Athletics(or Hand to Hand skills)
against the holder's Athletics (or Hand to
Hand)skills plus their Strength. Example: Although Fox's Athletics is 7, her STR is
only 3. Brick's Athletics is only 3, but his STR is 10. The
extra 3 point edge easily allows Brick to hold Fox
immobilized. If pitted against a trap, you will use your
STR+Athletics Skill against a Difficulty Value set by the GM.
On a successful roll, you are free of the hold and may move
again. Hand to Hand or Tech-based Skills may also be used in
default of Athletics if the GM agrees.
|
| Haymaker: |
You throw caution to the wind and put everything into a
single full-out physical move (a swing,
punch or blow).This gives you a damage bonus of +3 dice, but imposes a -3 penalty to
hit(because you're not worrying about keeping your balance or aiming,
etc.).
|
| Move: |
This action allows you to move up to half your Run (or
other Combat Movment power) distance, and perform one other
action, except for Run, Sprint, Move By, Move Thru, Recover or
any action the GM rules to take a Full Action (or
longer.)
|
| Move By: |
This action lets you use up to your full Move and make
a Hand-to-Hand or Melee attack(only)
at any point along that movement, at a penalty of -2 to
your REF and DEX. You do your half STR damage plus 1 die for
every 10m/yds moved. You will also take one third of that
damage yourself.
|
| Move Thru: |
This action lets you use up to your full Move and make
a Hand-to-Hand or Melee attack(only)
at the end of that movement, at a REF penalty of -1 for
every 10m/yds moved and -3 to DEX. You do your STR damage plus
1die for every 5m/yds moved. You also take half that damage
yourself.
|
| Recover: |
Recovering gives you back SDC (and
Endurance, if using that Derived Characteristic) equal
to your Recovery score. If you choose to Recover for your
action, you can do nothing else that phase. If you suffer
damage while recovering, you may not recover SDC points that
phase. You are at -5 DEX while Recovering.
|
| Sweep/Trip: |
You put out a foot and send him sprawling. On a
successful Hand to Hand roll, the attacker is knocked to the
ground. He will be -2 to his next attack, you will gain +2 on
your next.
|
| Wait: |
Allows you to interrupt another player's actions during
their turn. Waiting is best used when you want to wait until
an opportunity exposes itself. To Wait, you must announce,
when your part of the phase comes up, that you are planning to
Wait. The important word to include in this announcement is
until, stating what condition must be met before you will act.
An example might be, "I wait until Bob moves." or "I wait
until I can see the whites of his eyes." If the conditions of
your wait are not met, you must stand there, waiting, until
the next round. When the specified condition has been met, you
can elect to interrupt someone else's action immediately;
after all, this is what you have been waiting for. An example
would be: "I wait until my opponent pops his head up from
behind the wall, then I'll shoot." The moment your opponent
pops up to shot at you (his action), you could then interrupt
and fire. You need not roll to interrupt; it's automatic. This
can also be used to cover an opponent-i.e.; hold a ready
weapon on him-you interrupt his action(BANG!)
if he attempts to escape. |
LIFTING & THROWING
Strength The Strength table below is for deadlifting the
weight to waist (or dragging it).Pressing it overhead
would be half of your Lift, carrying (at 1/2 normal MOVE).
Pushing or lifting it for throwing would be reduced to one fourth of the listed weight.
| STR Lift in Kilograms Lift in Pounds Example |
| .5 |
18kg/36lbs |
Small Child |
| 1 |
36kg/72lbs |
Child |
| 2 |
50kg/110lbs |
|
| 3 |
72kg/158lbs |
Adult female |
| 4 |
100kg/220lbs |
Adult male |
| 5 |
144kg/317lbs |
Lion |
| 6 |
200kg/440lbs |
|
| 7 |
288kg/634lbs |
Motorcycle |
| 8 |
400kg/880lbs |
|
| 9 |
575kg/1,265lbs |
Small Car |
| 10 |
2.5tons/2.75tons |
Large car |
Throwing stuff 1) Compare the
weight of the object to the closest approximate weight on the Weight
Modifier table.
Important: You must be able to lift
the object in order to throw it (no cheating!).
2) Subtract the Throw Modifier value from
your current Throw (STR+1). Subtract 1 if the object is not
aerodynamic; also subtract 1 if it isn't balanced for throwing. Find
your new Throw on the Distance Table (below) to determine how far
you can throw the object. If the Throw is below .5, you can't throw
it.
| Throw Table |
| .5 |
2m |
| 1 |
6m |
| 2 |
14m |
| 3 |
20m |
| 4 |
28m |
| 5 |
36m |
| 6 |
46m |
| 7 |
56m |
| 8 |
66m |
| 9 |
76m |
| 10 |
86m |
| 11 |
96m |
Throw Modifier Table Weight (Kg) Weight (Lbs) Example Modify Throw
Less than 2 kg/Less than 4lbs...Baseball -0
2kg/4lbs........................................-1
4kg/9lbs........................................-2
9kg/20lbs.......................................-3
18kg/40lbs......................................-4
36 kg/72lbs Small Child...............-5
72 kg/158lbs Adult Male,Lamp post......-6
143 kg/317lbs Manhole Cover.............-7
287 kg/634lbs Motorcycle................-8
575 kg/1,265lbs Small Car.................-9
1.15 tons/1.265tons Large car................-10
MELEE & HAND-TO-HAND
ATTACKS Strike-this basic Attack Action includes punches and
kicks, as well attacks using swords, clubs, knives and other melee
weapons. In general, a strike can be defined as any attack made with
a body part or that is powered by the strength of the body. The
simplest Attack, it involves only four steps: Facing, Range, Line of
Sight and Modifiers.
FACING & RANGE Facing is the direction
you are pointing. Since many Fuzion games are played "in head"
(without maps), the standing rule is that you can clearly face
anything that is positioned forward of your shoulders. When using a
standard gaming hex map, characters "face" through any three
adjacent sides of the hex they are standing in.
Range: Can I Reach Out and Smack
It? As a rule, Melee attacks can hit any target within 4m/yds
of you; this defined as MELEE RANGE. Polearms and other long melee
weapons can hit anything within 6m/yds of you; this is Extended
Melee Range and is applicable only to these weapons.
Line of Sight: What's in the
way? Line of sight deals with whether anything's between you
and your target.
Line of sight can either be:
 |
Clear There's nothing in the way; go ahead and swing.
|
 |
Obscured
There's something that may block a clear view, but won't
block a swing, such as smoke, or darkness. You can't see who
you're fighting (the enemy is invisible, in darkness, in
ambush or because you're dazzled), each phase you must make a
Perception Roll (GM sets the Difficulty Value) If the roll is
successful, the penalty is --2 to all subsequent Attack and
Defense Valuesthat phase. If the Perception roll is
unsuccessful, the penalty increases to -4.
|
 |
Blocked
There's something in the way that you can't get through.
Or, if the target is only partially blocked, swing at what you
can reach. Determine how much is exposed, then modify your
roll . |
Cover Modifier
 |
Half Body -1
|
 |
Head and Shoulders Only -1
|
 |
Head only -2
|  |
Behind someone else -2 |
Modifiers: What Are My Chances to
Hit? Combat Modifiers take into account the conditions of the
battle. Modifiers are always applied to Offensive Rolls. You may use
some, none, or all of these rules:
Situation Modifier
 |
Moving target -1 per 10m/yd target moves |
 |
Aimed body shot chest [-1], vitals, head [-6] , legs, hands, feet [--4] |
 |
stomach [--5] arms, shoulders, thighs [--3] |
 |
Blinded by light, dust -4 |
 |
Tiny Target (bullseye, 1-3") -3 |
 |
Small Target (1 foot or smaller) -2 |
 |
Improvised weapon (rock, bottle, small girder) -2 |
A Special Modifier: Surprise! It's an
Ambush! An attack that surprises the target, such as an
ambush or a backstab, gives the Attacker a +5 Offensive bonus for
that attack (but no initiative bonus).
To lay an ambush requires the following
conditions:
 |
The opponent is
unaware of your location and intention to attack. He may only
detect you with a successful Perception roll. |
 |
The opponent's
attention is distracted or focused on another situation, such
as another attack or a difficult task. |
Making The Attack In combat, the Attacker
combines his Skill in his chosen Weapon or Hand to Hand skill with
his REF and a die roll to create an Attack Totall. He may also have
to add or subtract certain modifiers from this Attack Total to
determine the final outcome. Example: an attacking character with a
REF Characteristic of 5 a Hand to Hand Skill of 6 and a die roll of
6 has a Attack Total of 17. A -2 mod for an aimed shot in turn
brings this down to 15.
The Defender combines his DEX, Athletics (or another skill like
Fencing or Hand to hand if GM permits) skill and a die roll
(in HERO, a flat value of 10 can be substituted
for the roll) to produce a
comparable Defense Value. Example: a character with DEX of 4, an
Athletics skill of +6 and a die roll of 3 has a Defense Value of 13.
The two rolls are compared; if the Attack Total is equal or greater
than the Defense Value, you hit!
A Built-In Modifier: Weapon
Accuracy Weapon Accuracy [WA] reflects the difference in
quality between weapons, and their effect on their user's abilities;
the better and easier to use the weapon, the better you use it
(and the worse the
weapon...). WA's are not always used in Fuzion games, as
their use varies from campaign to campaign. When they are brought
into play, you will always find them listed in the description of
the weapon. To use them, just apply the WA to your Attack roll as
with any other Modifier.
RANGED COMBAT Ranged Combat occurs
whenever you shoot at something. Any ranged weapon or attack can be
"shot"-energy beams can be shot from a superhero's hands, bullets
can be shot from a gun, stones can be shot from a sling. In general,
if it strikes the target from a distance, it's Ranged
Combat.
Line of Sight: Is there anything in
the way?
Line of sight deals with whether anything's between
you and your target.
Line of sight can be:
 |
Clear There's nothing in the way; go ahead and shoot. |
 |
Obscured
There's something that may block a clear view, but won't block
an shot, such as shrubbery, smoke, or darkness. If a character
can't see who they are fighting ( enemy is invisible, in
darkness, behind cover, in ambush or the character is
dazzled), each phase they must make a Perception Roll
(Difficulty Value determined by the GM) On a successful roll,
the penalty is -2 to all Attack and Defense Values that phase.
This increases to -4 with an unsuccessful roll. |
 |
Blocked
There's something in the way that you can't shoot through.
If the target's only partially blocked; you can try to attack
what you can reach. Determine how much is exposed, then reduce
your Attack Total: |
Cover Modifier
Half Body -2
Head and Shoulders Only -3
Head only -4
Behind someone else -4
Target prone -2
Target crouched or kneeling -1
RANGE: Is it Close Enough to
hit? In Fuzion, "shooting" ranges aren't based on how far the
gun can shoot, but on how easy it is for a marksman to clearly see a
target(if you can't
see it, you're firing blind no matter how far your gun
reaches).
This means that weapon ranges tend to overlap until
they reach their Extreme ranges; as reflected in the table below.
The Modifiers for each range are listed in [brackets] as
well:
Melee [ -2] Within4m/yds or less of the
target. This is also basic Melee and Hand to Hand range.
Close [ +0 ] Within 10m/yds of the
target.
Medium [ -2 ] Within 50m/yds of the
target.
Long [ -4 ] 51m/yds up to the listed range of
the weapon.
Extreme [ -4, plus -1 for every full 50m/yds
past listed Range. If listed range is < 50m/yds, -4 applies to
distances between Close range and listed range.] This can be "bought
down" by aiming, using scopes, bracing and other things. Example: a
rifle has a listed Range of 400 m/yds. If I shoot something at
600m/yds, that raises the range modifier from -4 to -8).
NUMBER OF SHOTS & RATES OF
FIRE: Unlike Melee weapons, most ranged attacks have a
limited number of Shots(arrows, bullets, charges, etc.); this will
usually be listed in the attack's description.
Rate of Fire [ROF] is how many times the
attack can be "shot"in a 3 second phase. Most ranged weapons have an
ROF of 1 or 2, but others may have the capacity for automatic fire
and ROFs of 20 or more. Like Shots, this will also be listed in the
attack description.
Modifiers: What Are My Chances to
Hit? Combat Modifiers take into account the conditions of the
battle. Modifiers are always applied to Attacks. You may use some,
none, or all applicable modifiers to make the combat in Fuzion more
exciting and realistic.
Situation Modifier
Moving target -1 per 10m/yd target moves
Target silhouetted +2
Vehicle mounted, no turret -4
Aimed body shot chest [-1], vitals, head [-6] , legs, hands, feet [-4]
stomach [-5], arms, shoulders, thighs [-3]
Firing shoulder arm from hip -2
Aiming +1 per phase, up to +3 max
Braced +2
Tiny Target (bullseye, eye, vital area) -6
Small Target(less than 1m/yd, head, limb) -4
Large Target (trees, cars, large animals, etc.) +2
Very Large Target (trucks, planes, walls, side of barn) +4
Surprise Attack +5
Target Prone -2
A Built-In Modifier: Weapon
Accuracy Weapon Accuracy [WA] reflects the difference in
quality between weapons, and their effect on their user's abilities;
the better and easier to use the weapon, the better you use it (and the worse the weapon...). WA's are not
always used in Fuzion games, as their use varies from campaign to
campaign. However, when they are in play, you'll find them listed in
the description of the weapon. To use them, just apply the WA to
your Attack roll as with any other Modifier.
Making the Attack In combat, the Attacker
combines his Skill in his chosen Weapon with his REF and a die roll
to create an Attack Total. He may also have to add or subtract
certain modifiers (such as range, cover, etc.) from this Attack
Total to determine the final outcome. Example: an attacking
character with a REF Characteristic 5 a Firearms Skill of 6 and a
die roll of 6 has a Attack Total of 17. A -2 modifier for range in
turn brings this down to 15.
The Defender combines his DEX, Hand to Hand skill
and a die roll to produce a comparable Defense Value. Example:
a character with DEX of 4, an a skill of +6 and a die roll of 3 has
a Defense Value of 13. The two; Attack Total and Defense Value, are
compared. If the Attack Total is equal or greater than the Defense
Value, the attack succeeds.
Vehicles: When attacking a vehicle, the
attacker will use his skill with the appropriate vehicle weapon or
vehicle attack skill (such as Gunnery or Heavy Weapons). He attacks
as usual, opposing his target's skill in controlling the vehicle
(such as Driving or Piloting). The resolution is completed the same
as all other Combats.
Targeting Against Range: Sometimes, you need
to hit an apple, or a tree or something else without Skills or
Characteristics. In these cases, the GM will set a Difficulty Value
based on the range.
Melee (4m/yds or less) 4
Close (10m/yds or less) 8
Medium (50/yds or less) 12
Long (out to listed range of weapon) 16
Extreme (beyond listed range) 16, +2 per +100m/yds
SPECIAL ATTACKS
Area Effect Attacks Area Effects are
attacks (Energy Blasts, Shotguns, Flamethrowers, Stun Fields, Gas
and other effects) that strike an area rather than a character. The
area affected depends on the kind of attack made and will always be
described as part of its description or construction. The outcome is
determined by each defender in the area defending against a single
attack total; those who fail take damage.
Explosions For these, the attacker rolls
against a Difficulty Value assigned by the GM (see ). Characters
take the damage in the ratio of 2 less points for every m/yd they
are away from the center of the attack.
Typical Area Effects Effect Radius
Shotgun (per barrel) 1m/yd
Grenade (per DC of damage) 1m/yd
Explosive (per DC of damage) 1m/yd
Flamethrower (per DC of damage) 1m/yd
Heavy Weapons (per Kill of damage) 4m/yds
If the character fails the Attack Roll,
the center of the attack shifts 1 m/yd for every 1 point the Attack
Roll was missed by, up to a maximum of 1/2 the total range to the
target. Roll 1D6 to see which direction the center of the attack
scatters and consult the table above. Then roll 1D6 to determine how
many meters/yards the round fell in that direction.
Autofire Attacks Shooting
a lot of something (bullets, fireballs, etc.) in one attack is
called autofire. Many guns, superpowers and other ranged attacks
have the possibility of using the autofire option (this is defined
by the weapon or power used). In autofire, the weapon (or attack)
fires as fast as it can in a 3 second turn. This is called a "rate
of fire" [ROF] and is usually defined as part of the weapon or
attack.
Autofire allows for a wide variety of
combat techniques:
Burst: A burst is a limited
autofire attack, usually 3 shots. Since the weapon isn't bucking
around as much, there is no attack penalty. Make an Attack roll; if
the defender fails his roll, he takes 1D6/2
bullets.
Hosing Them Down: When using
autofire against a single target,a normal Attack is made. To
determine how many shots hit, use the Autofire Ratio listed
below. For every X points the Attacker's AV exceeded the
Defender's DV by, one additional round hits the target, up to the
maximum number of shots fired.
| Campaign Style |
Autofire Ratio |
| Everyday |
1 |
| Compentent |
1 |
| Heroic |
2 |
| Incredible |
2 |
| Legendary |
3 |
| Superheroic |
4 |
Example: The Autofire Ratio is set at 2. This
means for every 2 pts. I roll over what I need to hit, 1 shot hits.
Round the fractions up.
The Catch? There's a 1 point attack penalty
for every 10 shots fired (your gun is jumping around).
Another Example: Jake Gronski is using a M-16 to
hose down an evil cult. Jake is from a Legendary campaign with the
Autofire Ratio set at 3. Jake, being a talented shot, has a
AV of 12. (He's got a REF of 7, an Autofire Weapons skill of 5, a WA
[Weapon Accuracy Bonus] of +1, and a -1 modifier for firing 10
shots; we haven't rolled the dice yet.) His target has a DV of 8 (a
DEX of 6 and a Skill of 2 + a roll of 10 on 3D6). Jake, on his 3d6
roll, scores a 12, so his total AV for this attack is a 24. The AV
of 24 minus the DV of 18 results in a difference of 6. Jake hits.
The Autofire Ratio is 2, so we divide that result of 6 by 2, for a
total of 3. Jake will hit the cultist with 3 shots.
Multiple Targets: An autofire attack can also be
directed against several targets at once. The attack must be
directed into an area called a fire zone, and the width (in meters)
of the fire zone must be specified at the time of the attack. The
total ROF of the attack is divided by the total number of m/yds in
the fire zone (round down), and this becomes the total number of
rounds that can possibly hit a target in that zone.The attack is
made as above, with each target using itsDefense Value against the
attacker's single Attack roll. To determine how many shots hit, use
the currently dialed Autofire Ratio above- for every X number of
shots in this ratio, one round hits the target, up to the maximum
number of shots fired. Example: I fire into a 10 meter area with 30
rounds. (30 divided by 10 = 3). Sue, Bob and Harry each make a
Defense against my Attack roll of 12 totalling 13, 11 and 7
respectively. Sue is missed, Bob takes 2 rounds, and Harry (although
he loses by 5), only takes 3 because that's all that's entered his
part of the fire zone.
Archery Attacks Bows are a special
category of ranged attack because they're Strength-based ranged
attacks. Bows do 1DC of damage and have 20m/yds of range for every 1
point of STR, to a maximum STR of 7. Compound bows and longbows have
a maximum STR of 10. Crossbows work like normal firearms.
Presence Attacks A powerful personality
can have a strong effect on other people by words, actions, or
sometimes by their mere presence. We call this effect a Presence
Attack. A Presence Attack can be many different things, depending on
the intent of the attacker: Fear, awe, surprise, surrender, rage,
courage, hope, commitment, or other emotions or actions. Making a
Presence Attack does not require a combat Action, though sometimes
performing a combat Action makes a Presence Attack more
powerful(see
Presence Attack Modifiers table). Usually a Presence Attack
consists of a well-chosen phrase, such as "Surrender or die!" or
"Champions to the rescue - follow me!" or even just "Stop!" Roll 1D6
for every 1 point of PRE; you may add or subtract dice depending on
the GM's judgement (see the Presence Attack Modifiers table for suggested
modifiers).Total the dice and
compare the total against each target's Resistance value to find the
effect. Presence Attacks depend heavily on the circumstances, so
the GM should feel free to modify the number of dice in the attack.
The table below has some suggested modifiers: The modifiers and
the effects of Presence Attacks really depend a great deal on
exactly what's happening and what is intended. The GM should use
Presence Attacks to increase the drama of a situation or make things
more interesting.
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