Fast Combat System v1.1
by Rickard Falkenang

[History]

Introduction.

When I play RPG's I want a fast, and realistic combat system. There is nothing more unrealistic than a slow battle, without tempo, or feeling that it takes minutes to fire a single shot. I have found that the ones you find in most commercial RPG's are either fast and unrealistic OR slow and realistic. In my combat system I try to compromise between realism, and swiftness. I will try to describe a system I like, and use.
Notes on skills and terms.
Skill and attributes have a 1 to 20+ range.

I use these Skills:
Melee combat
Handguns
Rifles
Automatic firing.

I use these attributes:
Constitution
Agility

And these secondary abilities:
Endurance = Constitution x 5 +30
Healing   = Constitution/4

Distances are in meters, weights in kilograms, prices in dollars.

Basics.
The System

General.

Rounds.
In combat, the time is divided into rounds. Each combatant has at least one action he can perform within this time. This time is approximately 2 to 4 seconds.
Initiative.
Who goes first then? The order of battle is determined by the AGL values of the combatants.
The one with the highest AGL goes first, second highest AGL goes next, and so on.
If two combatants has the same AGL value their actions are considered simultaneous.
Calculating the hit. Injuries.
Wounds.
SCR=Scratch
LW=Light wound
SW=Serious wound
FW=Fatal wound

Number of wounds you can take are determined by the Constitution (CON) (or Stamina) attribute. When all SCR are filled, they become a LW , and the old scratches are erased. When all LW are filled, they become a SW, and all LW's are erased and so on. This means you can die by a large number of scratches.
 
Constitution SCR LW SW FW
1-5 3 2 2 1
6-10 4 3 2 1
11-15 4 3 3 1
16-20 5 4 3 1
21-25 6 5 3 1
26-30 7 6 4 1
31-35 8 7 4 1
36-40 9 8 4 1

Wound descriptions.
Scratch
A tiny wound, that quickly stops bleeding by itself.

Light wound
A rather nasty wound that better be bandaged. It bleeds rather much.

Serious wound
A life threatening wound, that has to be bandaged unless you want to bleed to death. It has to be stitched, and the injured person has to stay in bed at least a few days.

Fatal wound
When a human being receives a FW, a vital organ is hit so badly it ceases to work. The wounded needs immediate medical attention to survive. A person who receives more than one FW, or receives a FW in the head dies immediately.
 
Time before you die of a FW
Base time 1D10 minutes
Modifications
Successful use of First Aid +5 minutes (can be used every 5 minutes)
Successful use of Medical skill +5 minutes (can be used every 5 minutes)
Treatment modifications
Under medical attention in ambulance +30 minutes
Under medical attention in hospital If the wounded makes a successful 
Constitution x 2 throw he survives.

Effects of wounds
Endurance
Endurance is calculated as Constitution x 5 + 30
Endurance is regained by one point every three minutes.

When you reach zero endurance you become unconscious.
When you reach a negative Endurance that is equal to your Endurance you are dead.

Effects
Endurance loss
Immediate loss when the wound is received.

Bleeding loss
This is how much endurance you loose before the wound has been bandaged with a successful First Aid or Medical throw.

Max Endurance
Your maximum Endurance is lowered until your wound is healed.
 
Wound type Endurance loss Bleeding loss Max Endurance
Scratch 10 - -5
Light wound 20 5/min¹ -20
Serious wound 30 2/round -40
Fatal wound 60 4/round -

¹) Does not bleed more than 5 minutes

Armor.
A piece of armor lowers the grade of the wound by the value of Armor Point (AP). With an AP of 1, a SCR doesn't hurt you, a LW becomes a SCR, and so on. With an AP of 2, a LW doesn't hurt you, a SW becomes a SCR, and so on. With an AP of 3, only a FW will hurt you, and will then become a SCR. You need to consider what parts of the body the armor protects. If you don't aim at anything particular you can use the armor, but if somebody aims and hits in your head, the bulletproof vest doesn't help much.
 
Armor type AP Cost
Bulletproof vest  2 500
Kevlar vest 3 900
Army helmet 1 20
Kevlar helmet 2 200
Healing.
You also have a secondary ability called 'Healing'.  Healing equals one fourth of your maximum constitution. The higher your healing value is, the faster you heal.
 
Wound Healing time Medical attention
Scratch 7days-(Healing x 2) -
Light wound 14days-Healing Recommended
Serious wound 30days-Healing Requiered
Fatal wound Operation (see below) Requiered

A fatal wound needs to be operated. If the operation is successful (good hospital 90%) the FW is turned into a SW. If the wounded cannot take more serious wounds, he dies. Most doctors realize that the patient needs to heal before surgery, in that case. The chance they realize this is 90% in a good hospital

Weapon table.

Finally...

This system is the result of much thinking by me and my friend Joakim Ekberg. Some ideas are his, some are mine, and some are taken from other RPG's. I hope you enjoy this system, and find it pretty fast and realistic. If you don't like this system, don't flame me about it. If you have suggestions or comments, you are welcome to share them with me.