RPG House Rules of Combat ...Continued
Everyone,
MMAfter playing through constant sims over the past few years, I decided to start recording many of the arguments that come up regarding thin rules and loop-holes that the books leave within their rule systems. After reading through them and consulting the books, I began filling in some of the blank spaces with my own styles and with styles shown to me by other players and GMs. These are some of the rules I have more thuroughly outlined, basic concepts having come straight from the books. A reminder, this is something that I have come up with for use in this online RPG and is in no way a formal list of rules authorized by Palladium or any other gaming company. You are free to use them if you like.
Jake
Understanding The Guts Behind Attacks/Actions
MMOver the many years I've played Robotech, both tabletop and online, I have found that even to this day I learn more truths about the concept of melee combat. Without a formal rule book, GMs often have to learn the ropes for themselves through trial and error. I've compiled below several objects of interest. I will often send my own players to this spot to look up the specific rules for many actions they wish to take or find out they can't take. This section is divided into two major sections, like the page before. Non-Paired Weapons (average) combatants, and Paired Weapons (exceptional) combatants.
Non-Paired Weapons
Physical Actions:
A complex activity, such as running through debris or through a maze, doing a backflip or performing most normal skills that require attention requires the character to spend a primary move. The single exception to this is the sniper skill, which can be spent as a secondary action to better the chances of a normal strike. Simple physical actions like falling prone, diving behind a structure or through a doorway all require the character to spend a secondary move (as seen on the previous page).
Passing weapons from one character to another:
The gamemaster will roll against the character's intelligence to determine if the player tossing the weapon successfully throws it to the recieving character. Example: A character with IQ: 12 throws to a fellow combatant. The throwing character believes that he is close enough to perform this action without any trouble. The gamemaster describes any obstacles there might be, in this case there are none. The gamemaster rolls 3D6 and gets 5, 6, and 1 (4+6+1=11). Since the gamemaster rolled equal to or less than the character's IQ, the throw is successful. This indicates the character's perception of where their friend is standing was good enough to toss the gun in the correct direction.
This is a complex physical action and requires a primary move from both players.
Insert Rules:
If a player has more attacks per melee than his/her opponent, then they can insert their later attacks along side their normal attacks. The formula goes as follows: (# of attacks per melee) / (enemy's # of attacks per melee) = (ratio of attacks that the character may used per every one actiont he enemy gets). example:
Cpt Jake Brown: [Inserts 5th attack] ::fires GP at BP1's sensor eye::
If a ratio is 1:1 NO inserts may be made; if a ratio is 2:1, ONE insert can be made per every normal melee round; if a ratio is 3:1, TWO inserts can be made per every normal attack.
An insert can only be used after the normal attack is made in the initiative lineup, or if the character is attacked before that point.
Full Melee Continuous Fire:
Weapons that can fire for an entire melee can do so at any point within a melee, even in the last attack round. However, they must not have been previously fired in that same melee.
Striking a Single Target:
If the character wishes to temporarily lock multiple weapon systems and fire them simultaneously at a single target, then that will take up their entire attack/action for that round, both primary and secondary.
If the player simply wants to fire a single weapon at a target, whether attacking or counter attacking, it will take up their primary attack/action for that round (as illustrated on the previous page).
Rule of thumb regarding two handheld weapons: if they are identical weapons (like two GU-12 gunpods, or two PBC-11s), then they can be fired simultaneously at a single target only at the cost of one primary attack/action and one roll to strike.
Rolling with a Punch, Fall, or Impact:
This form of defense is only useful against explosions, punches, falls and impact damage (such as ramming into the hull of a ship). This does NOT protect a character against laser bolts, particle beams, bullets, or other such high-speed kenetic/energy weaponry.
Paired Weapons
Physical Actions:
A complex activity, such as running through debris or through a maze, doing a backflip or performing most normal skills that require attention requires the character to spend a primary move. The single exception to this is the sniper skill, which can be spent as a secondary action to better the chances of a normal strike. Simple physical actions like falling prone, diving behind a structure or through a doorway all require the character to spend a secondary move (as seen on the previous page).
Passing weapons from one player to another:
The gamemaster will roll against the character's intelligence to determine if the player tossing the weapon successfully throws it to the recieving character. Example: A character with IQ: 12 throws to a fellow combatant. The throwing character believes that he is close enough to perform this action without any trouble. The gamemaster describes any obstacles there might be, in this case there are none. The gamemaster rolls 3D6 and gets 5, 6, and 1 (4+6+1=11). Since the gamemaster rolled equal to or less than the character's IQ, the throw is successful. This indicates the character's perception of where their friend is standing was good enough to toss the gun in the correct direction.
This is a complex physical action and requires a primary move from both players, but does not interfere with the secondary action.
Insert Rules:
If a player has more attacks per melee than his/her opponent, then they can insert their later attacks along side their normal attacks. example:
Cpt Jake Brown: [Inserts 5th attack] ::fires GP1 at BP1's sensor eye and GP2 at BP2's sensor eye::
If a ratio is 1:1 NO inserts may be made; if a ratio is 2:1, ONE insert can be made per every normal melee round; if a ratio is 3:1, TWO inserts can be made per every normal attack.
An insert can only be used after the normal attack is made in the initiative lineup, or if the character is attacked before that point.
Full Melee Continuous Fire:
Weapons that can fire for an entire melee can do so at any point within a melee, even in the last attack round. However, they must not have been previously fired in that same melee.
Striking a Single Target:
If the character wishes to temporarily lock multiple weapon systems and fire them simultaneously at a single target, then that will take up their entire attack/action for that round, both primary and secondary.
If the player simply wants to fire a single weapon at a target, whether attacking or counter attacking, it will take up their primary attack/action for that round (as illustrated on the previous page).
If two weapons are not the same type or cannot be linked, then the player must roll to strike for each of them, using up both of their twin attacks/actions.
Rule of thumb regarding two handheld weapons: if they are identical weapons (like two GU-12 gunpods, or two PBC-11s), then they can be fired simultaneously at a single target only at the cost of one primary attack/action and one roll to strike.
Rolling with a Punch, Fall, or Impact:
This form of defense is only useful against explosions, punches, falls and impact damage (such as ramming into the hull of a ship). This does NOT protect a character against laser bolts, particle beams, bullets, or other such high-speed kenetic/energy weaponry.
To return to the previous rule page, click here.
Return to Yellowstone City Base