Combat modifiers
An attempt at streamlining this ungainly beast
These rules are not yet canon for my campaign.
Environmental
Factors effecting: visibility (rain/fog/smoke), light level (darkness/glare), wind
- If there’s enough of the factor to affect you: take -4
- If you compensate for the factor via gear: take -2
- eg. it’s dark and you have low-light goggles/glasses
- If you compensate for the factor via innate traits, cyberware, or magic: no penalty
- eg. it’s dark and you’re a dwarf with thermographic vision
Penalties stack across categories eg. if it’s dark and there’s fog it’s -8. Compensation does not stack within a category eg. if you have low-light cybereyes plus thermal vision goggles, you take -2.
Range
Define weapon rages as:
- Hand - within arm’s length
- Close - a few steps; in the same room
- Near - a few dozen metres; within the same street
- Far - maybe a hundred metres; a large field
- Extreme - further
Take penalties as follows:
Hand | Close | Near | Far | Extreme | |
---|---|---|---|---|---|
Pistol, Taser | 0 | 0 | -4 | no | no |
SMG | 0 | 0 | -2 | no | no |
Shotgun | -2 | 0 | -2 | no | no |
Rifle | -2 | 0 | 0 | -4 | no |
Sniper rifle | -4 | -2 | 0 | -2 | -4 |
Machine gun, Assault cannon | -4 | -2 | 0 | -4 | -6 |
Bow, crossbow | -4 | 0 | -2 | no | no |
Grenade launcher | no | 0 | 0 | -4 | no |
Rocket launcher | no | no | 0 | -2 | no |
Missile launcher | no | no | 0 | -2 | -2 |
Thrown | 0 | 0 | -4 | no | no |
Situational
Ranged combat attacker
- Running: -2
- In melee combat: -4 (handgun) or -8 (long gun)
- Using off-hand weapon: -2
- Called shot: -4 (or more)
- Firing from moving vehicle: -2
- Firing from full cover with imaging: -4
- Aim: +1 per whole combat turn spent aiming, max of Willpower
- Smartgun: +2
Melee combat attacker
- Charging in: +2
- Attacker prone: -2
- Higher ground: +2
- Off-hand weapon: -2
- Called shot: -4 (or more)
- Touch-only attack: +4
Defender
- Partial cover: +2
- Good cover: +4
- Running: +2
- Prone: -2
- Unable to move freely (eg strapped into vehicle): -4