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Old 22 Nov 2009, 10:42   #4 (permalink)
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Default Re: FALLOUT - Rules of The Game

Combat:

Below are a list of basic combat actions. The list is not exhaustive; if you feel there's something you should be able to do, odds are you can do it!

Move: Half round action.
You can make a move action in combat. you may move three metres per half-move action.
Run: Full round action.
You may run up to twelve metres.
Charge: Full round actoin.
You may make a charge move of up to nine metres against an enemy at least four metres away. The last four metres of the charge must be in a straight line. If you reach the enemy, you make an immediate Melee Attack at +10 to hit.
Note: Move, Run, Tactical Advance and Charge actions may have their maximum distance increased or decreased based on agility, weight of equipment carried, injuries, etc.

Standard Attack: Half round action.
A basic shooting attack. This is a single shot with any weapon you are armed with.
Semi-Auto: Full round action.
Semi-Auto weapons only. You gain +10 to hit. For every two degrees of success, you cause an additional hit on your target up to the maximum number of shots fired.
Full-Auto: Full round action.
Full-Auto weapons only. You gain +20 to hit. For every two degrees of success, you cause an additional hit on your target up to the maximum number of shots fired.
Point-Blank Shot: Full round action.
You may make a single shot at +30 to hit at one enemy within five feet.

Suppressing Fire: Full round action.
Semi / Full Auto weapons only. You suffer a -20 to hit. You produce a 45[sup]o[/sup] fire arc extending up to (but not including) your weapon's long range.

Quick-aim: Half round action.
+10 to your next shooting attack.
Full Aim: Full round action.
+20 to your next shooting attack.
Aim bonuses are lost if you lose sight of the target.

[hr]

Degree of Success/Failure: A "degree of success" is essentially how much you pass the skill test by. For example; if you make a shooting attack needing 40 to hit, then a roll of 38, two lower than the minimum score, would be two degrees of success. A roll of 35 would be five degrees of success, and a roll of 41 would be one degree of failure.

Degrees of Success typically come into play with semi/full-auto weapons. For example, an SMG (Full Auto 6) needing a roll of 30 to hit a target would cause one hit on a roll of 29 or 30, two hits on a roll of 27 or 28, three on 25 or 26, etc. up to a maximum of 6 hits. Clearly, this makes such weapons extremely deadly in the hands of a skilled marksman!
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