Copyright crap: The authors of this thingy retains full copyright of the material, while hereby granting full permission for it to be used appropriately, with the provisos that Their names be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned authors want a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 6 January 1993 *************************************************************************** Timelords System Combat Rules Notes by I. Marc Carlson From material by Greg Porter The following is an outline of the Timelords combat system, which is also used in SpaceTime and Warp World. As these are simple organized notes, I make no claims that they will make any more sense than the original, but I hope they will help translate the original for those of us who don't immeadiately grasp its more subtle nuances. ====================================================================== UMC To use UMC, find number to be modified (x); go down that column to the number modified by (y), then read back to the far left column for the actual modifier (z). (z)+(y)= the number to be rolled. .....x ...... | z....y V -----> Each number in the far left column represents an increment of 5%. If a number is modifed, the modifier represents +/- so many of these increments of 5%. Ie a -5 is 5*5% or -25% of the number being modified. UMC 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 1 (1*5%) 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 2 (2*5%) 0 0 0 0 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 3 (3*5%) 0 0 0 1 1 1 1 1 1 2 2 2 2 2 2 2 3 3 3 4 (4*5%) 0 0 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 5 (5*5%) 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 6 (6*5%) 0 1 1 1 2 2 2 2 3 3 3 4 4 4 5 5 5 5 6 7 (7*5%) 0 1 1 1 2 2 2 3 3 4 4 4 5 5 5 6 6 6 7 8 (8*5%) 0 1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8 9 (9*5%) 0 1 1 2 2 3 3 4 4 5 5 5 6 6 7 7 8 8 9 10 (10*5%)1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 11 (11*5%)1 1 2 2 3 3 4 4 5 6 6 7 7 8 8 9 9 10 10 12 (12*5%)1 1 2 2 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 13 (13*5%)1 1 2 3 3 4 5 5 6 7 7 8 8 9 10 10 11 12 12 14 (14*5%)1 1 2 3 4 4 5 6 6 7 8 8 9 10 11 11 12 13 13 15 (15*5%)1 2 2 3 4 5 5 6 7 8 8 9 10 11 11 12 13 14 14 16 (16*5%)1 2 2 3 4 5 6 6 7 8 9 10 10 11 12 13 14 14 15 17 (17*5%)1 2 3 3 4 5 6 7 8 9 9 10 11 12 13 14 14 15 16 18 (18*5%)1 2 3 4 5 5 6 7 8 9 10 11 12 13 14 14 15 16 17 19 (19*5%)1 2 3 4 5 6 7 8 9 10 10 11 12 13 14 15 16 17 18 20 (20*5%)1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 1 (1*5%) 1 1 1 1 1 1 1 1 1 1 2 2 (2*5%) 2 2 2 2 2 3 3 3 3 3 3 3 (3*5%) 3 3 3 3 4 4 4 4 4 4 5 4 (4*5%) 4 4 4 5 5 5 5 5 6 6 6 5 (5*5%) 5 5 6 6 6 6 7 7 7 7 8 6 (6*5%) 6 6 7 7 7 8 8 8 8 9 9 7 (7*5%) 7 7 8 8 8 9 9 9 10 10 11 8 (8*5%) 8 8 9 9 10 10 10 11 11 12 12 9 (9*5%) 9 9 10 10 11 11 12 12 13 13 14 10 (10*5%) 10 11 11 12 12 13 13 14 14 15 15 11 (11*5%) 11 12 12 13 13 14 14 15 15 16 17 12 (12*5%) 12 13 13 14 14 15 16 16 17 17 18 13 (13*5%) 13 14 14 15 16 16 17 18 18 19 20 14 (14*5%) 14 15 15 16 17 18 18 19 20 20 21 15 (15*5%) 15 16 17 17 18 19 20 20 21 22 23 16 (16*5%) 16 17 18 18 19 20 21 22 22 23 24 17 (17*5%) 17 18 19 20 20 21 22 23 24 25 26 18 (18*5%) 18 19 20 21 22 23 23 24 25 26 27 19 (19*5%) 19 20 21 22 23 24 25 26 27 28 29 20 (20*5%) 20 21 22 23 24 25 26 27 28 29 30 Initiative: 1. Figure initiative for each specific weapon (average of the appropriate skill and speed, then add the initiative modifier for THAT particular weapon (as modified by the UMC)). Save this number for later. a. Movement (i.e. speed) is the default "skill" for figuring initiative if no other skills are used, or is the character is attacking while moving. b. Minimum firearm initiative is 10. c. Melee weapons that are 30 cm+ longer than their opponent's receive a +5 to their initiative, as long as the opponent remains beyond that weapon's length. 2. Take the prefigured initiative for weapon or movement; +/- adjustments from the table, off-phase adjustments, etc.; then roll a d6 and add that to the total. This is the initiative number for that phase. Action occurs in order of initiative, from highest to lowest. (Exceptions are Dodging & Opportunity Fire, which occur when appropriate. n.b. Dodging & Opportunity Fire are Combat and Maneuver respectively) Dodge Skill equals Dex Score. Combat basics: 1. Add the appropriate skill for weapon to the weapon's IA for adjusted skill, keep this number. 2. Take prefigured adjusted skill for weapon, +/- adjustments for that phase. This is the number needed "to hit" on a d20 (roll number or less) Projectile combat notes: Range modifiers check chart (n.b. +lots modifiers do count) Visual Cover -5 Incidental Cover -0 Use hit location to see if cover was hit instead. Movement Firer movement -(Distance moved x4) Firer Move/Dodge -(Distance moved x8) Target movement -(Distance moved x2) Target Move/Dodge -(Distance moved x4) Hipfiring (Drawing and firing in 1 phase/second, as modifed by Holster type) -15 for the first phase -10 for each susequent phase until time is taken to aim. //Unprepared shot -10 = Snap shots?// Off-hand firing (-10) Target Location Firer's Sector I -0 Sector II,VI -2 Sector III,V -3 Sector IV -8 Called Shots You must be able to acurately sight the weapon Make a Perception roll based on the size of target. To Hit is made at the ammount that the Perception roll was missed by. Or else regular To Hit roll will make Called Shot. If To Hit is missed, projectile strikes (the number roll was missed by) areas away. Use star pattern. Perception Modifier: Coin size -4 (or VS) Finger -3 (or S) 1 hit location -2 (or M) Leg, Arm, Torso -1 Whole person -0 Target dodging -(1/2 target's dex) Target camoflaged -4 Steady Weapon (i.e. take a phase to aim & use 2 hands) +5 Braced Weapon +10 Folding stock, or attachable stock +5 to single handed weapons Target camoflaged -4 2 weapons simultan. -15 Firing 1 handed a 2 handed weapon -15 Consecutive shots Each shot after the first in a phase, for recoiled weapons, receives a -(Weapon DV/Str of User)(+/- modifiers listed below) to hit cumulative. This is the Consecutive Shot Modifier. It might be better to save this number. When figuring Consecutive Shot Modifier: This modifier is x.5 for bipod weapons x.25 for tripod weapons. Firing 2 handed a 1 handed weapon, Str of user is +10 Firing 1 handed a 2 handed weapon, Str of user is -6 Automatic weapons: (Number of shots, after the first by the Consecutive Shot Modifier)/2 = modifier for each shot Firer determines how many shots are to be fired, how many hexes they want to shoot at, and how many shots per hex -- in increasing or decreasing amounts. Suppression fire/Spray fire -12 No called shots are possible Fanning: Adds 1 to ROF, but if 1st shot misses, all others miss by same ammount Multiple shots -2 to change targets -5 for each sector changed (steadying bonuses lost) Shotguns Treat as any autofire. At less than 11 meters, roll all hits as one. Called shots are possible. At 11 meters+, roll each hit separately. Called shots aren't possible. At 21 meters, Hits spread to adjacent hexes. Spread is 1 hex/20 meters. (Sawed off shotguns) Roll each hit separately. Called shots aren't possible. At 6 meters, Hits spread to adjacent hexes. Spread is 1 hex/6 meters Impossible shots -- If there is less than a 0 to hit, roll. If a 1 is rolled, reroll with a + 20. Duds & Jams: If a 20 is rolled, reroll. a 19 is a dud, a 20 is a jam (unless you have the rolls based on reliability) Knockback: When a character takes their BP in DV, they are knocked back 1 meter/multiple of their BP. If they are moving, they are slowed -2 m/s /multiple of their BP. They must make a Dex roll at a -5. If a 1 is rolled, they are still standing, with no minuses If made by half, -5 to everything/meter for 1p If made by more than half, -5 to everything/meter for 2p If a 20 is rolled, they are prone and helpless. Bows Average bow DV & arrow DV. ========================================================= Melee Combat Notes: Type of attack (Chop, Thrust, etc.), Block, and general side the attack is being aimed for must be declared before Inititative is rolled. Attack Stance Dex/2 (+/- may be added & subtracted to attack & defence) On attack stance, you get to change it when *your* action comes around, and you can't change it until you act again on the next second. Damage bonus for strength: +/-2/each point of strength above or below 10 Make Stamina rolls every turn, or take minuses. Target facing: (These are cumulative) Target in your Sector I -0 Sector II, IV -6 Sector III, V -12 Sector IV -18 Attacking target's Sector I +0 Sector II, IV +4 Sector III, V +8 Sector IV +14 Distance: Only weapons longer than .99 meters can attack hexes farther than a meter away, upto weapon's actual length. -3/hex distance after 1st Weapons longer than .5 meters take a penalty when fighting in the same hex. -4/.5m of weapon length (-15 max) Lunge (with any length weapon) max 2 hexes. //Make this attack as a called shot, or else// otherwise: -6/hex lunged after first to hit and to recover. Off hand attack -10 Height Advantage +5 Position: Attacker Prone -15 Defender Prone +20 Target Defenseless (Due to stun impairment, or other modifier) +(negative modifer) * 2 up to +40 The +40 represents the *maximum* target defenseless bonus (i.e. failing a roll by 20, times 2). Called shot -(1/2 target's dex) Retreating -5 to retreater's attacks/+5 to defences. Move 1 or 2 hexes. Advancing +5 to Advancing attacks/-5 to defences. Move 1 or 2 hexes. Block Roll skill with an appropriate weapon or shield. It must be declared before Initiative is rolled. May Attack and Block in the same phase, second action is at -5* You only get one attack, but as many blocks or parries as you want, but they take cumulative minuses. One attack=free, one block=free, second block takes penalty, third block takes larger penalty, etc. *Must make a Str roll to perform melee in a phase after a block.: Using 2 handed a 1 handed weapon, Str of user is +10 Using 1 handed a 2 handed weapon, Str of user is -6 A shield gives a +2 to block with a shield. Parry - As per Block, but at -5, but next attack at +3 Florentine Parry - As per Block, but next other weapon attack at +6 Whip -10 to be blocked and cannot be parried Feint No real attack can be made. Both combatants make appropriate skill rolls. If Defender fails, Attacker makes attack by +(1/2 amount defender failed by) Entanglement If an extremity is struck by an entangling attack (whips, tentacles, etc.). Roll a d20, if result would be a successful to hit, then extremity is entangled. If not successful, then extremity is merely grabbed (-10 to do anything). To free entangled takes a min 1d3 actions plus whatever is appropriate. To free grabbed takes a succesful Wrestle skill, or a Str. v. Str. contest, etc. Grabbing something Make a dex check as though it were a called shot, then a Str v. Str. contest might be appropriate. Toppling when entangled (works both ways) Strength roll (+/- BP difference; positive for heavier opponents) If successful by rolling half needed, entangling object is pulled from grasp (where appropriate). If successful, amount made by is a minus modifier for entangler's next phase. Knockdown Attacker must make a called shot, and the defender mustn't parry or defend. (Att. Str. + BP) - (Def. Str + BP) = modifier Inititative bonuses of any weapons are reversed Success puts defender in a prone defenseless postion. If Defender makes a Dex check immeadiately, he can rise in the next phase. Bashing (Flying tackle) Roll Brawling skill DV = (Att BP x Velocity Modifier)/10 Velocity Modif 1 m/s 1 2-4 m/s 2 5-8 m/s 3 9-12 m/s 4 13-16 m/s 5 17-20 m/s 6 21-24 m/s 7 ------------- 25-28 m/s 8 29-32 m/s 9 33-36 m/s 10 37-40 m/s 11 Both parties are prone defenseless for at least 1p Person tackled will add +2 to all non lethal damage already taken; +1 lethal. Tackler will add +1 to all nonlethal damage already taken Moving attacks DV x 1/2 velocity modifier (with a minimum of 1xDV) Attacker to hit -2 x Velocity Modifier Defender to hit +2 x Velocity Modifier Grappling (Wrestling) Make a skill v. skill contest to pin. Once pinned, rolls are continued, with pinner getting a +1/5 Str until the pinned cannot escape. If Pinned wins one, they escape. Wrestlers can punch while the wrestling is going on. Specific holds are considered called shots. Wounding skill can be used for further grisly attacks. Breaking a weapon: In normal use, a weapon takes the quivilent of half the damage done per attack to itself. Weapons used roughly take full damage. If the damage exceeds the AV of the weapon, the weapon takes the remainder. When the damage exceeds the BP of the weapon in that one attack breaks it. Note, if the attack does not exceed the BP of the weapon, the weapon's BP is lowered by 1. Thrown weapons Easy to dodge, if at a range of more than a few meters, and a perception roll is made. Hard to block, with an additional -5 Attack stance may be used. Use projectile weapon modifiers, but melee weapon called shots. Range = str^2 /(mass*4) RC1/1 (no + bonus due to 0, 1-2, etc. range) (Maximum about 100 meters more or less) *Small objects travel less distance (no numbers given) *Throwing while stationary 1/2 range *Throwing while prone 1/4 range *Non-aerodynamic object 1/2 range Mass of Item .1kg .25kg.5kg .75kg1kg 1.5kg2kg 5kg 10kg Str 1 02m 01m 00m 00m 00m 00m 00m 00m 00m 2 10 04 02 01 01 00 00 00 00 3 22 09 04 03 02 01 00 00 00 4 40 16 08 05 04 03 01 00 00 5 62 25 12 08 06 04 03 01 00 6 90 36 18 12 09 06 04 01 00 7 110 49 24 16 12 08 06 02 01 8 110 64 32 21 16 11 08 03 01 9 110 81 40 27 20 13 10 04 02 10 110 100 50 33 25 17 12 05 02 11 110 110 60 40 30 20 15 06 03 12 110 110 72 48 36 24 18 07 03 13 110 110 84 56 42 28 21 08 04 14 110 110 98 65 49 33 24 10 05 15 110 110 110 75 56 37 28 11 06 16 110 110 110 85 64 43 32 13 06 17 110 110 110 96 72 48 36 14 07 18 110 110 110 108 81 54 40 16 08 19 110 110 110 110 90 60 45 18 09 20 110 110 110 110 100 67 50 20 10 Armor 1st number/2nd number 1st number total DV turned nonlethal; (ABF) Armor Bruise factor 2nd number total DV blocked (i.e. AV 10/3 = 3 blocked & 7 (10 - 3 blocked) made nonlethal n.b. for skull hits ABF is 1/2 lethal / 1/2 Non-lethal Damage 1. Use basic chart or full hit location chart Damage not reduced by armor is multiplied after the first 2 points Limb x1 Torso x2 Head x4 (i.e. 24I DV to torso. Armor (10/3) blocks 3 & lessons 7. 14 gets past armor. 2 pts are NOT multiplied. 12 pts are x2 = 24 + 2 (nonblocked points) + 26 adjusted damage points.) 2. Cross reference this multiplied damage (y) on UMC with BP (x) to give Damage Level (z) ......x ....... z.....y -or- /((([Damage thru armor]-2)*[Damage Modifier])+2)\ |------------------------------------------------| \ [Victim's BP] / ----------------------------------------------------- .05 = DL 3. Cross reference Damage Level to d10 on location table, using modifiers on location tables for type of attack. # Damage to be applied to that area, figuring for lethal and non-lethal damage (impairment) B# Damage and that body part is broken. S# Modifier to Willpower check for stun roll. E# Eventually fatal number - cross reference to find out how long you will live. F You are dead. (With the exception of Head wounds, you have 15 minutes until you are irretrievable by high-tech or magic. - or - Figure lethal & non lethal damage & mark off these boxes. DL x impairment modifier (from table) for # of boxes marked off. Multiply total impairment by stun modifier to get adjustment for Willpower roll to see if stunned. Roll d20 & compare to Lethal damage taken; if equal to or less, then eventual death. Multiply this d20 roll by Willpower modifier to get the # of minutes until dead. If torso DV is 20+, then mandatory death If head DV is 10+, then maybe death. Time: (n.b.: Time to actually perform the action, not including prep time. All times are minimum) React to something/Reaction time 1-2s+ [React to a message, or change in orders, then react in next phase.] Time to draw pistols. Base Draw (Slow) 3s (.5+) Ankle holster 8s Coat Pocket, Same side 3s Coat Pocket, Off side 6s Cross draw, hip 2s Hip holster, Open/Fast draw 1s Hip holster, Closed 4s Neck Band 7s Pants Pocket, Back 4s Pants Pocket, Same side 2s Pants Pocket, Off Side 6s Shoe Holster 8s Shoulder Sling 4s Waistband, Back 3s Waistband, Front 2s Wrist Flip Holster 1s Reload a weapon: Modern weapons Clip fed 3s Revolver (Speed loader) 4s (Per shell) 2s + 1/shell Single shot, or multibarrel 2s + 1/barrel Internal magazine (Stripper clip) 4s (Per shell) 3s + 1/shell (Power Pack) 4s Archaic weapons Single shot (Muzzle Loader - Rifle) 24s+15s/barrel after 1st (Muzzle Loader - Carbine) 21s " (Muzzle Loader - Pistol) 18s " (Breach Loader) 10/barrel Revolver (Muzzle Loader) 60s or 10s/shot (Breach Loader) 48s or 8s/shot Small Cannon (Crew of four) 10s Bow or Compound Bow 3s Crossbow (One hand pull, max = str) 4s (Foot stirrup, max = str x 1.2) 5s (Built in lever, max = str x 1.4) 5s (Belt & claw, max = str x 1.4) 7s (Cranequin, max = str x 2.0) 15s (Windlass, max = str x 2.3) 22s Bracing a gun, bow or crossbow (Base) 1-6s (1s) Unsling shoulder arms (Base) 4s (2s+) Unsheath a Sword Cane 3s Unsheath a Sword 3s Replace a weapon in its scabbard 2+s Switch weasons with a weapon in each hand 3s+ Special maneuvers .5p+ Preparing a grenade .5p Throwing a grenade 1p Move 1p Kneel 1p Sit 1p Drop to prone position 1s Unfasten button or stud 1s Adopt a firing position 1s Acquire a target and aim 1-6s+ Pick up a heavy object (weight greater than your ST) 2s+ Open an unlocked box, book, chest, briefcase, etc. 1s Search through a box, book, chest, etc. 1-30s+ Find some item in your own pocket 2-12s+ Drop a small item into your pocket 2s Swallow a pill or potion 2s Igniting a match to full flame 3-4s Light a cigarette, fuse, candle, etc. 2s Light a cigar or pipe. 2s/puff (d6 to light) Light torch, lamp, fuse, etc. 2s+ Light hay, straw, kindling, cobwebbing, etc. 4s+ Light cloth or wood 6s+ Burning powder trail 1/2 m/s Explosion lasts 2s+ Search an unresisting person fairly thoroughly 1 min. Change clothes 1 min.+ Put on a suit of light armor 5 min. Put on full plate ot ultra-tech armor 10 min.+ Open/close door/window .5-2s Lock/Unlock door/window 2s Pick lock on door/window 1s+ Smash window 1s Leaping 1s Flying tackle 2s Block .5s Brace .5s Disarm (as with foil) .5s Dodge .5s Grab .5s Hedges, obstacles - jump 1s Fences, obstacles - climb over 2s+ Walls - climb with two hands, ladder or rope 1m/s Walls - climb with two hands, barehanded (1/10m/s+) Jump/Fall 9.8m/s^2 Climb up/down from standing carriage/wagon 2-4s Mount/dismount a standing horse 1-3s Swing down along flank of horse, Souix side 3s Hitch horse 2s (Dismounting & hitching horse is Dismount+Move+Hitch= 4-6s) Secure horse 3s Roping 8s+ Verbal message 2-3 words/s (5m range) Shouted message 1-22 words/s (20m range) Hand signals 2 s/signal Hand signals, Baseball upto 3 words/s [AMSLAN] upto 3 words/s Bugle calls 1s to put bugle to lips At least 3s must be heard before the signal can be recognized Write a brief note .5 per sentence Read a brief note .2 per sentence Heliostat signal 1s/flash