Who shoots who and when
How combat actually works.
Step 1: Initiative.
Everyone rolls a D10+Dex, highest rolls act first. Fast Reaction Time adds a +3 to the roll.
Step 2: Attacking, Dodging and Taking Aim
To hit is D10+Dex+Relevant Skill, 9 or better is a hit.
If someone's trying to dodge, they roll D10+Dex+Dodge/Acrobatics, if they roll better than the attacker, they don't get hit, BUT they also cannot fire back in that round, so they need to declare dodging at the start of the round. If you use Acrobatics, you can fire back, but only with pistols or revolvers, nothing larger.
Dodging in melee still permits you to attack back, but any dodge past one will have penalties in the same way as multiple attacks(see under Part 4: Semi-Automatic Weapons/Melee Attacks)
You can also delay your attack to the end of the round to Take Aim, D10+Perception+Relevant Skill. At a 9 you get +1 to the actual attack roll, at 11 +2, 13 +3 and so forth upwards. You still make a normal attack roll. If you've got a scope on your weapon, you get a +2 to your taking aim roll.
Common modifiers to hit follow.
Headshot: -4 to hit.
Neckshot: -5 to hit.
Limb: -2 to hit.
Hand/Foot: -4 to hit.
Whether you take off his head or give him a papercut
Step 3: Damage and Armor
Okay, damage is stated for each weapon and rolled as such. For purpose of examples we shall, here, use the AK-47, a 7.62mm assault rifle, as our weapon. It does 1d8*5 damage on scoring a succesful hit. If the shot landed is really good, 15+, the "multiplier"(whatever the dice you roll is multiplied by) is increased by one, with another one for every two above 15. That is, the AK would deal 1d8*6 at a total success of 15, 1d8*7 at 17, 1d8*8 at 19, and so on.
On top of this, some weapons further multiply all damage that gets past armor. Slashing damage, stabbing damage and normal bullets multiply by 2, hollowpoint bullets multiply by 3. These are called "levels." If damage is, for some reason, increased by one "level" for our AK, it would deal 1d8*5 damage, then we'd multiply whatever armor hadn't countered by 3.
Armor, as stated, simply subtracts from the damage before it hits someone. Normally armor reduction in Unisystem is rolled, but for the sake of speedy combat, I'm making armor subtract an average amount rather than a random amount.
Common modifiers to damage "level" follow.
Headshot: +1 Level for Blunt damage, +1 for Stabbing and Slashing damage, +2 for all types of bullets.
Neckshot: +1 Level for Blunt damage, +2 for Stabbing and Slashing damage, +1 for all types of bullets.
Limb: No extra damage, an attack that does more than a third of the target's total Life Points worth of damage to the limb cripples it.
Hand/Foot: No extra damage, an attack that does more than a fourth of the target's total Life Points worth of damage to the part cripples it.
Beyond this point, you don't really have to pay attention
Part 4: Special Combat Maneuvers
Semi-Automatic Weapons/Melee Attacks - Multiple Attacks: The attacks function as normal, but for every attack beyond the first, all of the attacks get a cumulative -1. So firing three shots or making three kicks in one round, means all of them have a -2 to succeed.
Automatic Weapons - Burst Fire: 3 to 5 shots with one attack roll. With a success of 9, one of the shots hit the target, every 2 points on the success beyond that, you hit with another shot. So a three-shot burst that succeeds with 11 hits with two shots. The shots do normal damage. If you make more than one burst shot, all bursts receive a cumulative -3 to hit.
Automatic Weapons - Rock and Roll: 10-shot burst, same as Burst Fire, but with more shots that can hit on particularly good successes. Cumulative -4 penalty for extra bursts.
Automatic Weapons - Suppressive Fire: You empty your clip across an area, sweeping something the width of a corridor, alley or doorway(MG's have the capacity to sweep entire streets.). Anyone in that area has the choice of either abandoning their course of action and throwing themselves into cover/kissing the ground, and not getting hit, or taking 1d4 automatic hits. Of course, someone kissing the ground can't dodge or fire back, so it makes them sitting ducks for anyone else who's got a bead on them.
Numbers that decide how badass your guns are
Part 5: Weapon Stats
MELEE WEAPONS
Punch: [1D4*Strength]@
Kick: [1D4*(Strength+1)]@
Small Knife: [1D4*(Strength-1)]
Large Knife: [1D4*Strength]
Short Sword/Huge Knife: [1D6*Strength]
Fencing Foil: [1D6*Strength]
Broadsword: [1D8*Strength]
Bastard Sword: [1D10*Strength]
Greatsword: [1D12*(Strength+1)]
Rapier, Edge: [1D6*Strength]
Rapier, Point: [1D8*Strength]
Katana: [1D10*Strength]
Spear: [1D6*Strength]
Small Stick/Club: [1D6*(Strength-1)]
Police Baton/Large Stick: [1D6*Strength]
Bat/Club/Pipe/Chair: [1D8*Strength]
Chainsaw: [1D10*Strength]
Broken Bottle: [(1D4-1)*Strength]
Cutting Torch: [D10]
@Punching and kicking will usually do Endurance damage rather than Life damage.
RANGED WEAPONS
Thrown Rock: [1*Strength]
Thrown Knife: [1D4*(Strength-1)](30)
Large Thrown Knife: [1D4*Strength](20)
Huge Thrown Knife: [1D6*Strength](10)
Short Bow: [1D6*Strength] (1)
Long/Composite Bow: [1D8*Strength] (1)
Crossbow: [1D10*Strength] (1) (HOWEVER. Every crossbow is only made for one level of strength. Those with less strength cannot load them, those with more strength CAN load them but it still only does damage as the strength level it was made for.)
Handgun, .22 Caliber: [1D4*2] (8)
Handgun, .32 Caliber: [1D6*2] (6)
Handgun, .38 Caliber: [1D6*3] (6)
Handgun, 9 mm: [1D6*4] (10)
Handgun, 10 mm: [1D6*5] (10)
Handgun, .45 Caliber: [1D8*4] (7)
High Velocity Handgun, .357 magnum: [1D8*4] (6)
High Velocity Handgun, .44 magnum: [1D6*6] (6)
SMG, .22 caliber: [1D4*2] (160)
SMG, 5.7 mm: [1D6*3] (50) (AP Ammo Only)
SMG, 9mm: [1D6*4] (30)
SMG, 10 mm: [1D6*5] (30)
SMG, .45 caliber: [1D8*4] (30)
SMG, 7.62 mm: [1D8*5] (30)
Semi-Automatic Rifle, .22 LR: [1D4*4] (5)
Semi-Automatic Rifle, 5.56 mm: [1D8*4] (15)
Semi-Automatic Rifle, .30-06: [1D8*6] (5)
Semi-Automatic Rifle, 7.62 mm: [1D8*5] (15)
Shotgun, 12-gauge: [1D6*5]/[1D8*6]/[1D8*5]@ (4)%%
Shotgun, 4-gauge: [1D8*5]/[1D10*6]/[1D10*5]@ (2)
Assault Rifle, 5.56 mm: [1D8*4] (30)
Assault Rifle, 7.62 mm: [1D8*5] (30)
Sniper Rifle, .50 Caliber: [1D10*6] (10)@@
Machine Gun, 5.56 mm: [1D8*4] (200)
Machine Gun, 7.62 mm: [1D8*5] (100)
Machine Gun, .50: [1D10*6] (100)
Autocannon, 30mm: [D8*15]/[D8*12]/[D8*10]% (20)
@The three shotgun damage values are for birdshot, buckshot and slugs respectively. Armor Piercing ammo is availiable in the form of flechettes, both slug, buckshot and birdshot versions. Slugs can be bought as hollowpoint. Birdshot gets a +2 to hit, Buckshot gets a +1, Slugs have no modifiers.
@@Sniper Rifles come with a scope already mounted, capable of Nightvision. Scopes can be bought for other weapons. A scope will increase the benefit gained from spending some time aiming before firing.
%Damage values for slug, High Explosive and Incendiary Ammo respectively. Incendiary ammo furthermore lights the victim on fire as though they were hit by a Molotov Cocktail, and anyone close to the target as though they were splashed by one.
%%Automatic shotguns have 12 shells when fully loaded.
Values in square brackets is ammo, value in paranthesis is how much ammo the weapon can hold at any one time.
EXPLOSIVE WEAPONS
Grenade Launcher, 40mm: [D6*12/D6*10/D6*4]@ (1/12)
Hand Grenade, Standard: [D6*8/D6*6/D6*2]@
Hand Grenade, High Payload: [D6*10/D6*8/D6*3]@
Hand Grenade, Flashbang: N/A%
40mm Grenade: [D6*12/D6*10/D6*4]@
40mm Shotgun Shell: [1D8*5]/[1D10*6]/[1D10*5]@@
Grenade, Tear Gas: N/A%
Grenade, Smoke: N/A%
Mortar: [D10*10/D10*8/D10*4]@
Rocket Launcher, Explosive: [D10*10/D10*8/D10*4]@
Hi-X Blasting Charge: [D10*12/D10*10/D10*4]@
@Point Blank, Blast Radius and Shrapnel damage, respectively.
@@Birdshot, buckshot and slug damage, respectively.
%Smoke grenades, tear gas grenades and flashbang grenades don't cause any damage. But Tear Gas grenades force a Will+D10 test to be able to act while within the cloud of tear gas and for a further two rounds after leaving the gas. Flashbangs require a Perception+D10 test to close your eyes and turn away before it explodes, anyone who fails to do so is blinded for a number of rounds, there is no defense against the resulting deafness. Smoke merely obscures vision, though it may cause suffocation in enclosed areas.
Armor only provides half protection against explosive damage unless it's a sealed, pressurized bomb squad suit.
INCENDIARY WEAPONS
Molotov Cocktail: [D6/D4]@
Flamethrower: [D6*2/D6]@
Dragon's Breath(Shotgun Shell): [D6*2/D6]@
Flare Gun: [D6*3/D10]@
Hand Grenade, White Phosphorus: [D8*2/D8]@
40mm Grenade, White Phosphorus: [D10*2/D10]@
Rocket, White Phosphorous Payload: [D10*5/D10]@
@First value is damage on hit, second value is damage while running around on fire. Stop, drop and roll.
Unless it's armour specially made to resist heat, armour provides absolutely naff safety against raging flames, and in fact, may well be destroyed by them.
How to avoid dying really, really fast
ARMOR
Leather Jacket: [2]
Class I Armor: [10]
Class IIa Armor: [15]
Class II Armor: [19] (Light Encumbrance)
Class IIIa Armor: [25] (Medium Encumbrance)
Class III Armor: [30] (Medium Encumbrance)
Class IV Armor: [40] (Medium Encumbrance)
Riot Shield: [25]@
@Only protects from shots from the front, of course.
Light Encumbrance lowers Stealth, Speed, Brawling, Martial Arts and Melee Weapons by 1 each.
Medium Encumbrance lowers Stealth, Speed, Brawling, Martial Arts and Melee Weapons by 2 each.
Heavy Encumbrance lowers Stealth, Speed, Brawling, Martial Arts and Melee Weapons by 4 each.
More types of armor and weaponry may become availiable as the game progresses, or if you're really jonesing for this totally awesome gun you saw on this site once.