Part
Two – General SDC Combat
Here is the second installment of the
Palladium Patch. As before, the houserules are in suggestive order of
implementation, so try the first and work your way down if you like it.
1) Armor
Rating
AR is changed to reflect how much damage a
character or object can take. For living creatures, any damage up to AR is subtracted
from SDC, while any in excess of AR is taken directly from Hit Points. Armor
takes SDC damage up to AR then passes it on to the wearer.
Watch players get wary of hand to hand and
start running from guns…
(NB: Also, use the optional critical damage
tables! The risk of a broken arm or leg will force the characters to be
creative and not rush headlong into combat).
2) Combat
Momentum
Since most characters have multiple
attacks/actions, a different style of adjudicating combat is suggested to make
the game run faster and build excitement. Roll initiative as normal, but
whichever character gets it keeps on attacking until one of the following
occurs:
1) they run out of attacks, 2) they fumble
(roll a natural 1) 3) they run out of actions (also means no dodging or
piloting rolls to dodge), 4) they decide to stop attacking and use their
remaining actions later. Note that if you run out of attacks/actions using the CM system, you become a sitting duck and can only parry. This makes burning an action to dodge behind cover essential.
Implementing Combat Momentum made the game much more cinematic and sped up combat immensely for us, but other groups found it jarring after D&D style one attack/player rounds. Give it a try and see where you stand.
Implementing Combat Momentum made the game much more cinematic and sped up combat immensely for us, but other groups found it jarring after D&D style one attack/player rounds. Give it a try and see where you stand.
3) Target
Values
Target values reflecting difficulty to hit,
and attackers most roll equal or over the Target Value to hit. Use judgment and
be fair in deciding Target Values.
Target
Value
|
Description
(Apply the most appropriate descriptor to find the row for the situation)
|
0
|
Unmissable – Immobilized target, automatic
hit
|
5
|
Easy - Huge, slow moving, close range, or
no cover targets
|
10
|
Average - Large, walking, medium range, or
in 1/4 cover targets
|
15
|
Challenging - Small, slow vehicle/dodging
human, far range, or in 1/2 cover targets
|
20
|
Difficult - Tiny, fast vehicle, extreme
range, or in 3/4 cover targets
|
NA
|
Not allowed - Impossible to hit
|
4)
Automatic Fire & Recoil
When firing a burst from an automatic
weapon, decide the number of rounds fired and roll to hit as normal. The first
round takes the number rolled (after modifiers) as its hit number, while every
subsequent round takes a penalty equal to the gun’s Recoil Value, which is
equal to the number of dice it rolls for damage.
For example, a .45 automatic does 4d6
damage and thus has a Recoil of four. If a character is firing a burst of 3
rounds and the player rolls an 18 to hit after modifiers, the first round uses
18 as its Hit Number, the second uses 14 (18 minus the Recoil Value), and the
last round’s Hit Number is further reduced to 10 (14 minus Recoil). Firing
two-handed, braced, or using a stock reduces Recoil by 1 each, and effects are
cumulative, although Recoil can never be reduced lower than 1. Recoil can also
be reduced by PS bonus. Beam weapons have no recoil.
(NB: When firing on multiple targets, the
space between them requires one round to be shot into it. In the above example
of the .45 auto pistol, the player could try to hit an assailant with the roll
of 18, sacrifice the roll of 14, then try to hit another foe with the roll of
10).
5)
Dodging Missiles
When dodging missiles, apply the following
penalties:
– 1
vs thrown, – 3 vs arrows / spears, – 4 vs guns & rockets, – 6 vs beam
weapons, – 9 vs invisible weapons.
6) SDC
Damage types
Different weapons have different effects.
Blunt weapons doing HP damage also have a 50/50 chance of knocking out or
breaking bones. Victim gets a PE save to avoid. Bladed weapons doing HP damage
also cause blood loss of 1 HP per minute until the bleeding is stopped. Bullets
do damage as blunt and bladed (i.e. KO or broken bones plus blood loss). Burns
cause 1 point of PB reduction whenever HP damage is done
Enjoy!
Just wanted to say I've swiped quite a few of these. Thanks for posting them! :D
ReplyDeleteNo problem David. If you do use them, tell me how it went. Be careful with Combat Momentum - some people gave it up after one session or combat, but it is such different paradigm you need to give it a good chance before you see the value of it.
DeleteAlso, if you run out of attacks/actions using the CM system, you become a sitting duck and can only parry. Makes burning an action to dodge behind cover essential.
The funny thing is that we effectively used the Combat Momentum system back in our high school Palladium games--a misreading of the rules that effectively became a house rule. So if anything, the CM system was just putting a couple fun twists on the way we always played it anyway! :)
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