Revised Combat File
Revised Combat File
5
Hi. We're the JAGS guys. We've been doing this for well a while
(JAGS Alpha 1.0 came out in 1993, I think). As we keep doing it, here are
some things we've come up with that we want to share. In this case, it's
new combat rules. See the sidebar on deciding whether you want to use
these or notbut we'll explain what we've done, why we've done it, and
what you might want to do with it.
Anyway. We have "simpler rules" that we've been playtesting and here
they are.
When you fire a controlled burst you roll for the listed number of shots: an
M16A2 has a rating of 3x[8]. This means you roll 3x to hit (against the
same or different targets) and the clip empties 8 bullets.
Aiming: If you aim with a fully automatic weapon, your aim bonus only
counts for the first shot.
Control: The control modifier is subtracted from each shot's to-hit roll and
is cumulative. If a gun has a -3 Control Modifier and gets 3 rolls to hit per
second (fires 8 bullets) then first roll to hit is at -0. The second is at -3. The
third is at -6. A Level 3 Weapons skill will ignore -3pts of this negative per
shot (so the character would be at -0, -0, -3. A Level 4 weapon skill
ignores -6pts (and would suffer no negative for any shots).
Fractional Control Modifiers: Some guns will have a .25 Ctrl score. This
means if it gets 5 rolls to hit per second, only the last is at -1. The first roll
to hit is at -0, the second at -.25 (drop fractions to 0), the third at -.5 (drop
fractions to 0), the fourth at -.75 (drop fractions to 0), and the fifth at -1
(keep whole numbers).
Control Modifier of 0: If the gun fires bullets in a conventional fashion, a
Control Modifier of 0 is treated as .5 (so every 2 full shots there's a -1). If
the gun is a laser weapon, however or otherwise has literally no kick, treat
as no control modifier.
Blocking Bullets: If a character can deflect bullets with a super-power of
some sort, a single blocking action will apply against all fireif it's a
standard block wherein what the attacker hits by must be equaled or
exceeded by the block roll, then the attacker can keep rolling, hoping for a
better hit. The blocker can choose to take additional actionsdeclared
after a to-hit roll exceeds the original block roll.
Example: A super character has a "block bullets" skill on a 14-. Using the
ability costs 3 REA. An attacker opens up with a 3x [8] weapon (taking 3
shots). The super character declares a blocking action and both roll. The
attacker's first shot hits by 4. The blocker makes his skill roll by 5:
deflected.
The attacker fires again, a hit by 5! As a tie goes to the defender, the shot
is still deflected and the super character spends no additional REA. The
third shot hits by 6this would be a hit.
The super character has the option of spending 3 more REA and taking
his roll, hoping to beat or equal a 6.
Firing Into Crowds: even though the game system only models a few
individual rounds, if you fire into a crowd of incoming zombies with a
machine gun you can expect to hit more than just 3 or 4. Here are the
rules for crowds:
You get an "extra roll to hit" based on how tightly packed the crowd and
how many bullets you are firing. You get 1 extra roll to hit (with the to-hit
number as listed below) per 4 full bullets fired. This means that a 3x [8]
M16 Rifle gets 3 "aimed shots" (as above) and 2 "extra shots" based on
the size of the crowd and how tightly they're packed.
Bullets Per Person 1:1 2:1 3:1 4:1 5:1 6:1
Packed 10- 11- 12- 13- 14- 15-
Tight 7- 8- 9- 10- 11- 12-
Moving crowd 6- 7- 8- 9- 10- 11-
Loose crowd 5- 6- 7- 8- 9- 10-
Sparse crowd -- -- -- 7- 8- 9-
Uncontrolled Automatic
Firing from the Hip
Fire
REA: 5 REA for "rock and roll"
Roll to Hit: Weapons skill or Firing from the hip means spending
COR with double negative only 5 REA and blazing away. It's a
modifiers (if you have no skill). lot less accurate unless you're very
As Controlled burst but the good. Weapon's Ctrl modifiers are
Control Modifier is increased by made worse by 1pt. Otherwise rules
1 (a -1 Ctrl weapon becomes -2) as above are in effect.
How Many Rolls To Hit: as per
controlled burst
The chart below gives the range for different shotgun types, the plus to hit
(this is NOT added to damage modifier, a hit by that amount is treated as
a hit by 0).
Explosive Damage
Notation: X
Rolls on: Impact Damage chart
Rules: Explosive damage has a RAD of 2 yards. This means that each
two yards, the damage done is divided by the square of the distance (at 6
yards the damage is 1/9th the original).
The minimum Damage Modifier for explosive damage is +4. This number
may be reduced by negative damage mods in the target (Fast Company
damage reduction). It only really applies to to-hit rolls (a hit by 0 to 3 is
treated as a hit by 4.
Lets say he gets the control and she tries to take it back whats her
chance? Trick questionyou dont look at this chart. Youd look at the
grapple chart on her character sheet.
Now, lets say the cat with a grapple score of something like 2 (Mass = 0,
Strength = 2), has the remote control and he tries to pull it away. A 14
Grapple against a 2 opposing value has a 14- chance of success. Hell
almost always get it.
These values may appear somewhat strange, but they work, mostly on
relatively common fractions.
The text in red, you fill out yourself: What does this mean?
For a character with 15 DP, his chart will look like
Wound Chart this:
Normal: SubM 1 Normal: SubM 1
Total Damage Minor 1/3 DP Total Damage Minor 5
One to Minor Wound-1 Major 1x DP 1-4 Major 15
Crit 2x DP Crit 30
Hurt: Minor 1 Hurt: Minor 1
Total Damage Major 1x DP Total Damage Major 15
Minor wound to Major 5-14
Wound -1 Crit 2x DP Crit 30
Injured: Minor 1 Injured: Minor 1
Total Damage Major 1/3 DP Total Damage Major 5
Major Wound to 15-29
Critical Wound-1 Crit 1x DP Crit 15
Serious: Minor -- Serious: Minor --
Total Damage Major 1 Total Damage Major 1
Critical Wound+ 30+
Crit 1/3 DP Crit 5