Tactical Movement and Combat

1.  Like in most role-playing games, anytime characters want to interact on a combat or similarly tactical basis, they do so in turns.  The character with the highest agility goes first and so on.  In case of tied agility, the character with luck goes first.  In case both abilities are the same, the actions are considered exactly simultaneous.  Each turn equals about a second.  The number of actions a player gets depends largely on the vehicle he's driving or the speed his character is moving, at least in terms of movement actions.

2.  Movement.  Use a hexagonal grid for characters to move on.  Each hex should represent abuot 12 feet. 

    a.  People.  Up to four people fit in a hex, or one motorbike with 2 people fit in a hex.  A walking person moves 1/2 a hex per turn.  A running person moves 1 hex per turn.  A sprinting person moves 2 hexes per turn.  If sprinting, a person can sprint as many turns as they have MUSC before fatigue sets in.  If running, a person can run twice as many turns as they have MUSC before fatigue sets in.  A character may, of course, combine running and sprinting and walking.  Once fatigue sets in, roll 2d6 per turn.  If a "2" is rolled, the character collapses and is unable to rise for d4 turns.   If they get up and resume running/sprinting, subtract 1 from the 2d6 roll when the fatigue level is regained.  Each time this reoccurs, another 1 is subtracted.   Each turn of collapse or walking, a one is added back to the 2d6 roll; each turn of voluntary rest recovers 2.  Furthermore, voluntary resting when fatigue has not been reached sets the fatigue roll back to 0, meaning you can spring to the edge of your MUSC, then rest, then start all over again, each time not having to roll for fatigue. Remember also that walking forestalls the fatigue roll.  The combination of walking, running, sprinting, and resting overall simulates running at some constant rate.  The enterprising RM can arrive at a formula based on these for characters with individual MUSC ratings as to what rate they can move over time across hexes without rolling for fatigue.  

    b.  Motorcycles - Two motorbikes fit in a hex.  Movement is specified per bike by the RM (note the table for typical vehicles costs and attributes); the average is 4 hexes maximum per turn.  See the Fuel and Skill Table.  Turning is done by moving one hex and changing the facing of the vehicle.  A bike is generally allowed to turn four times a turn (NB - changing a bike's facing two hexes is considered to be two turns, 3 hexes (180 degrees) is three turns).  See the Turning Table.

    c.  Cars - One car fits in one hex.   Movement is as in motorbikes, but average is generally 5 hexes, turning is generally 3 times a turn.

    d.  Warcars - A warcar generally covers two hexes.  Movement is as in motorcycles, but average is generally 7 hexes, turning is generally 2 times a turn. 

    e.  General Notes - Players do their actions one at a time, moving one hex at a time, as per the following example.   Player A, agility 3, is driving a warcar with movement of 8, so he has 8 actions . Player B, agility 6, is on foot with a maximum movement of two, so he has two actions.   Player C, agility 1, is on a bike with maximum movement of 4, so he has 4 actions.   Note that getting in and out of a vehicle is one action; getting out of a vehicle ends a character's turn, getting in a vehicle reduces the vehicle's maximum movement that turn by two.  Player B moves first, may move one hex or not at all, but not moving as well as moving reduces his movement one hex (ie, his action is move one hex or forfeit that movement).  Then player A moves one hex, then C, then B (now his turn is over), then A, then C, etc.. 

    f.  Fuel and Skill - When vehicles move they expend fuel, and at certain speeds drivers must roll 2d6 against their appropriate driving skill to control the vehicle at those high speeds.  This roll is made only ONCE at the END of the turn.  See the Fuel and Skill Table.

    g.  Turning - When exceeding the allowed number of turns, a character must roll against his appropriate driving skill, with modifications as listed on the Turning Table.

3.  Combat

    a.  Order of Combat - People do combat actions (firing weapons, bashing cars) during their action(s).  However, one may only fire a weapon once during a turn or swing a blade once.  Each weapon that is run automatically on a vehicle may also (in addition to a personal weapon) be fired once per turn.

    b.  Weapon Combat - With weapons skill in a weapon being used, the attacker must roll 7 or less on 2d6 to hit their opponent.   This will do damage (see further below).  Modifiers apply:

+1/each level of skill (above the first level)
+3/ACCU = 10
+2/ACCU = 8,9
+1/ACCU = 6,7
+3/opponent's AGI = 1
+2/opponent's AGI = 2
+1/opponent's AGI = 3
-1/opponent's AGI = 4
-2/opponent's AGI = 5
-3/opponent's AGI = 6
-1/hex that the target is moving this turn (target must declare and carry out movement)
-1/hex that the attacker is moving in the turn HOWEVER, this is -2 ONLY if the target and attacker are traveling alongside (cannot be decreased further if they are moving fairly evenly)
+3/weapon is mounted on a war car
+2/weapon is mounted on a car
+1/weapon is mounted on a bike

     Without weapons skill, the attacker must get a 4 or less on 2d6; however, modifiers do apply.

   c.  Weaponless Combat - Same procedure as weapon combat above, but use the fighting skill.  If grappling (see under damage further below), use following modifiers:  +1/AGI=4; +2/AGI=5; +3/AGI=6.  Do not in any case use moving modifiers.

    d.  Vehicular Combat - There are three forms of vehicular combat:  bashing, ramming, and weapon usage.

        Bashing - Bashing is one vehicle forcing itself upon another in any position other than head-on, in an attempt to damage and/or redirect that vehicle . To bash, a character must have the appropriate driving skill, roll 7 or less on 2d6, and make contact with the victim.  Modifiers apply:

-1/level of driving skill of victmi
+1/level above 1 of basher
+3/DRIV = 12
+2/DRIV = 10-11
+1/DRIV = 8-9
-3/opponent's DRIV = 12
-2/opponent's DRIV = 10-11
-1/opponent's DRIV = 8-9
-5/bike bashing warcar
-3/bike bashing car
-3/car bashing warcar
+4/warcar bashing bike
+2/warcar bashing car
+2/car bashing bike

        The victim, if bashed and possessing skill, may roll 2d6 and if he gets 7 or less he nullifies the bash.  Use below modifiers.  If he fails to nullify, see damage.

+1/level above 1 of bashed
-1/level of basher
+3/DRIV = 12
+2/DRIV = 10-11
+1/DRIV = 8-9
-3/opponent's DRIV = 12
-2/opponent's DRIV = 10-11
-1/opponent's DRIV = 8-9

       Ramming - Ramming is a head-on collission between vehicles.  Automatically, before collission, the RM must ask each player involved (going from player with the highest AGI (LUCK if AGI tied) to the other) one at a time, six times each, if he will attempt to jump out of his car.  Consult the below table to see if he gets out.  If he doesn't, he MUST try next time, and the time after that.  This simulates the "playing chicken" aspect of ramming.  

       If one player does not wish to jump out he may attempt to swerve.  Consult the table below.

Which time asked: Necessary swerve roll on 2d6 (NV - +3 if DRIV=12, +2 if DRIV=10-11, +1 if DRIV=8-9
1st 8+
2nd 7+
3rd 6+
4th 5+
5th 4_+
6th 3+

       If one player successfully swerves he may move his car one hex to his left.  An undriven car must continue 20 hexes straight, ramming whatever it comes toward head-on and bashing all else, before slowing to a stop.  A player who jumped out of his car takes d20 damage, but may not be reduced below 1 HP.

        If a ram occurs, see damage.

        Weapon Usage - Weapon Usage refres to firing weapons controlled by a button or lever on the controls of a vehicle.  Weapons fire in the direction they are pointed, and act normally.  Use the below modifiers.  If they miss the first hex there is something in, they continue on.  They hit on 7 or less on 2d6. 

+1/level of driver firing
-1/level of target driver
-3/AGI of target = 6
-2/AGI of target = 5
-1/AGI of target = 4
Shot from: Target is: Modifier:
Higher position Warcar +2
Higher position Car 0
Higher position Bike -2
Higher position Person -4
Same position Warcar +2
Same position Car +1
Same position Bike -1
Same position Person -3
Lower position Warcar +2
Lower position Car +2
Lower position Bike 0
Lower position Person -2

   e.  Damage - Each sort of weapon can do, if it hits, either its minimal, average, or maximal damage and possibly a critical hit.   Damage reduces MUSC.  When MUSC = 0, the character may die.  The table directly below indicates the damage each weapon can do.

Weapon Minimal Average Maximal
Nuclear magnum 2 4 8
Shotgun 1 3 6
Sabre 1 3 5
Great sword 2 4 7
Dagger 1 2 4
Projectile Dagger 1 3 5
Switchblade 1 1 2
Projectile Switchblade 1 2 3
Bow and Arrow 1 3 5
Pistol 1 2 5
Submachinegun 1 3 6
Crowwbow 2 4 6

   If a player-character hits something, roll d10; depending on skill level, this will result in different levels of damage.

Skill level MIN Damage AVG Damage MAX Damage Chance for critical hit
no level 1-2 3-5 6-10 If roll 10, roll d10 and critical hit on 10
1st Level 1-2 3-5 6-10 If roll 10, roll d10 and critical hit on 7-10
2nd level 1-2 3-5 6-10 If roll 10, roll d10 and critical hit on 4-10
3rd level 1 2-4 5-9 10
4th-5th level - 1-3 4-8 9-10
6th-7th level - 1-2 3-7 8-10
8th-9th level - 1 2-6 7-10
10th level - - 1-5 6-10

   If a non-player-character hits another non-player-character, he uses the above chart.  However, if a non-player-character hits a player-character, the player-character instead rolls against his LUCK, consulting the table below.

Roll is... Damage is...
< or = to 1/2 LUCK MINIMAL
>1/2 LUCK, < or = to LUCK AVERAGE

   In hand-to-hand combat, the damage done by striking with bare fists can be determined by the chart below.  Damage is resolved normally as above.

Attacker's MUSC is Minimal Average Maximal
1 0 1 2
2-3 1 1 2
4-6 1 2 3
7-13 1 2 4
14-16 1 3 4
17-19 1 3 5
20+ 2 3 6

   In hand-to-hand combat, the damage done by grappling/wrestling, where both character's are attempting to hold each other can be determined by the chart below.  Damage is resolved normally as above.

(Attacker's MUSC+AGI) -
(Defender's MUSC+AGI)
Minimal Average Maximal
-10 or below 0 0 1*
-9 to -4 0 0* 1x
-3 to -1 0* 0x 1#
0 to 3 0* 1x 2#
4 to 9 0* 1x 3#
10 or more 1* 2x 4#

   * = Victim is held and can break hold by scoring minimal damage while grappling
    x = As * but must score average damage to break hold
    # = As * but must score maximal damage to break hold

    The person doing holding may only inflict grappling damage.  The person being held may only inflict grappling damage.  If the person being held scores a critical hit, he reverses the hold and its strength.  A minimal hold gets a +1 to hit for the holder, -1 for the victim.  An average gets a +2 and -2 respectively, and a maximal a +3 and -3.

    Damage from vehicles bashing - Individual vehicles are rated for minimal, average, and maximal damage.  Damage from bashing is done as weapon damage.  However, the bashed car must roll to keep control.

    Damage from vehicles ramming - Each vehicle takes damage and an automatic critical hit.  To determine how much damage each takes individually add for each the number of straight hexes it travelled before the collision to seven minus the number of question periods which passed before the point of collision that it first swerved if at all.  Then subtract three if the driver was in it at the point of collision; add three if a driver was in the other car at the point of collision.   Multiply the number by 1/2.  Add to this the number of hit points of the other cars times 1/100; drop the fraction and add one (unless there is no fraction at all).   Then multiply by ten; this is the percentage of its hit points that the vehicle loses.

    Damage from vehicles using weapons is done simply the same as any normal weapon damage above.

    The effects of critical hits for people are found below:

Roll on d100 Damage is...
1-10 Deaf (roll d4; 1-3 = one ear; 4 = both)
11-35 Person's weapon is hit and damaged or destroyed (up to RM, damage, and weapon)
36-55 Random arm hit
56-68 Random leg hit
69-78 Blind (roll d4; 1-3 = one eye; 4 = both)
79-98 Unconscious d100 turns
99-100 Reduced to 0 Hit Points

    The longevity of critical hits on the affected area of a person is found below:

Roll on d100 Damage is...
1-25 d100 turns (seconds)
26-75 d100 minutes
76-95 d100 days
96-99 d100 weeks
100 Permanent (if the result was "reduced to 0 hit points", the character is simply dead immediately

    The effects of critical hits for vehicles are found below:

Roll on d100 Damage is...
1-10 Person in vehicle is hit for maximal damage; from now on, 10% chance that any hit will hit the person
11-25 Weapon on vehicle hit and malfunctions or breaks
26-50 Speed reduced - roll d4 (for bikes, 1-2=1, 3-4=2; for cars, 1=1, 2-3=2, 4=3; for warcars, 1=1, 2=2, 3=3, 4=4)
51-65 Stall d20 turns
66-75 Brakes gone
76-83 Fuel leak (d10 units/turn)
84-90 Must roll against skill each turn to control
91-94 Lose d20 Hit Points PERMANENTLY
95-97 Steering no longer works
98-99 Car "dies" (completely stops working)
100 Car explodes; driver must make LUCK roll to be thrown clear and have no Hit Points damage; the surrounding 6 squares get 1/2 of potential Hit Points of car damage, area fans out with 1/2 of that damage per each square of radius out (maximum of 10 squares radius)

    Dying - Any time a player-character is reduced to 0 Hit Points he may die and is always unconscious.  Every non-player-character reduced to 0 Hit Points dies immediately.  Player-characters roll d100, subtract that result from LUCK, and, if result is positive, multiply by 15; that result is the number of minutes the character can live before he must be treated by any character possessing medical skill of level 3.  The minimum is always 15 minutes.  If a character is being treated within 15 minutes by a character of medical skill level 1, his time is doubled, and tripled by medical skill of level 2.  However, fighting damage is only considered 1/4 real for this purpose. 

    Recovering Damage - Characters naturally recover 1 Hit Point per day plus 1 Hit Point per hour of successful treatment by a medically skilled character.  A character of medical skills may attempt as many Hit Point cures a day per character as he has levels of skill.  A character may not recover more than 4 Hit Points per day. 

    Vehicles require a mechanic to recover damage.   Every mechanic can recover 12 times his level in Hit Points up to the vehicle's maximum per successful hour of labour with proper though not great tools, 6 times that with some but not all proper tools, and 25 times that with excellent tools.  There is a daily limit of not more than 45 Hit Points recovery per warcar, 25 per car, and 15 per bike.  Also, while not repaired in a garage, a vehicle may not recover more than 75% of the Hit Points lost in a single battle.  Critical hits cannot be recovered until the appropriate time and by a successful role by a mechanic.  The time may be reduced by a mechanic's level as follows:  1 = 3/4; 2 = 2/3; 3 = 1/2; 4 = 1/3; 5 = 1/4.   This requires 2 hours per day of work on that problem . Of course, scavenging parts may do wonders - RMs must factor this in. 

    Failure to Control Car - If a car is not controlled it will either skid d4 hexes (NB - 1-2 = 1 hex, 3 = 2 hex, 4 = 3 hexes) away from the bash or suffer a short mechanical failure for d4 turns (NB - 1-2 = 1 turn, 3 = 2 turns, 4 = 3 turns).  To find the nature of the failure, roll as a critical hit, consider explosion and 0 Hit Points as a stall.  Each turn of the failure, however, a mechanic is allowed one attempt to correct it (not including the first turn), and each hex of skidding a driver is allowed one attempt to end skid (not including the first hex).   Each vehicle has a mechanical failure percentage; that is rolled against, and, if not rolled, assume a skid.


Skill and Fuel Table

The left-most column is the speed in hexes the vehicle traveled in that turn.  The next three columns indicate the fuel expended for each type of vehicle.  The last three indicate for each type of vehicle the adjustment to the skill roll to continue controlling the vehicle.

Speed Fuel for warcar Fuel for car Fuel for bike Skill for warcar Skill for car Skill for bike
1 1 1 1 No roll No roll No roll
2 3 2 1 No roll No roll No roll
3 5 3 2 No roll No roll -1
4 7 5 2 0 -1 -2
5 9 6 3 -1 -2 -4
6 11 7 4 -2 -4 -6
7 13 9 4 -4 -6 -7
8 15 10 5 -6 -7 -8
9 17 11 6 -7 -8 -8
10 19 13 6 -8 -8 -8
11 21 14 7 -8 -8 -8
12 23 15 7 -8 -8 -8
13 25 17 8 -8 -8 -8


Turning Table

The left-most column indicates the number of turns in excess of the allowed number of turns; the next column indicates the modifier to the skill roll.

Excessive Turn Modifier to Skill Roll
1st excessive turn 0
2nd excessive turn -1
3rd excessive turn -2
4th excessive turn -4
5th excessive turn -6
6th excessive turn -8
7th excessive turn -10
8th excessive turn -12