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.Basics.I use these Skills:
Melee combat
Handguns
Rifles
Automatic firing.I use these attributes:
Constitution
AgilityAnd these secondary abilities:
Endurance = Constitution x 5 +30
Healing = Constitution/4Distances are in meters, weights in kilograms, prices in dollars.
General.
Rounds.
Calculating the hit.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.
Here are some suggestions for modifications
to the skill score in specific situations. If you feel you can handle modifications
without this table, don't use it.
| Action | Skill score modification |
| Aiming at specific body part | -5 |
| Has been aiming for 1 or 2 rounds | +5 or +7 |
| Moving target | -3 and more |
| Poor visibility | -5 and more |
| Above RN/2 of weapon | -5 |
| Above RN of weapon | -10 |
How much effect does the hit have?
Calculating injuries.
| TOTAL EFFECT | <0-4 | 5-11 | 12-17 | 18+ |
| WOUND | SCR | LW | SW | FW |
You can also make an individual table for each weapon by subtracting the weapon effect to the values in the table. Then you replace total effect with skill effect. A negative interval means that this weapon can not inflict such wounds. For your convenience this has been made for a number of weapons in the weapon table below. To add values for weapons that are not included, check their category, and caliber, and use the appropriate WE and wound table values.
Multiple actions.
| AGL | Multiple action mod |
| 1-7 | -5/action |
| 8-15 | -4/action |
| 16-25 | -3/action |
Example: Jerry has AGL: 13 and Handguns: 18. He wants to perform three actions in one combat round. Get up behind a car, shoot at the monster, and go down again. By looking in the table we find out that Jerry gets a Multiple action mod of -4. For all skill checks, he then receives a 2 (number of extra actions) x -4 skill score penalty. If Jerry wants to do what he says, he will have Handguns: 10 (18 minus 10)
Knock out
Automatic firing.
When you fire automatic fire, you use a skill called automatic firing, instead of handgun skill for SMG's, or rifle for automatic rifles. You can fire a short burst (3 bullets) or long burst (10 bullets). Provided you succeed with the automatic firing skill, you hit with Skill Effect (dice result) number of bullets (no more than fired) minus the range in meters to the target. Each bullet that hits causes a light wound (because you can not aim very good). If there are several targets, the bullets that hit are divided between them. The closest target takes most hits. If no bullets hit because the distance to the target is greater than your Skill Effect, then you miss all your bullets, even if the skill throw was successful.Shotguns.
Provided you succeed with the rifle skill, you hit with Skill Effect (dice result) number of bullets minus the range in meters to the target. Each bullet that hits causes a scratch. If there are several targets, the bullets that hit are divided between them. The closest target takes most hits. If no bullets hit because the distance to the target is greater than your Skill Effect, then you miss all your bullets, even if the skill throw was successful.
Wounds.Weapon table.SCR=ScratchWound descriptions.
LW=Light wound
SW=Serious wound
FW=Fatal woundNumber 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 ScratchEffects of wounds
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.EnduranceArmor.Endurance is calculated as Constitution x 5 + 30Effects
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.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
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.Healing.
Armor type AP Cost Bulletproof vest 2 500 Kevlar vest 3 900 Army helmet 1 20 Kevlar helmet 2 200 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
| Category | Weapon | AVA | Length | WT | L/I | COST | TYPE | MAG | WE | SCR | LW | SW | FW | RN | maxRN | LT |
| Revolvers | S&W Bodyguard | 2 | 25.0 | 1.1 | L | 350 | .38 | 6 | 5 | - | 1-6 | 7-12 | 13+ | 20m | 120m | 4/2 |
| S&W CBT | 2 | 30.0 | 1.33 | L | 380 | .357M | 6 | 7 | - | 1-4 | 5-10 | 11+ | 30m | 180m | 4/2 | |
| Ruger Redhawk | 2 | 27.9 | 1.8 | L | 300 | .44M | 6 | 9 | - | 1-2 | 3-8 | 9+ | 40m | 240m | 4/2 | |
| Colt Python | 2 | 25.0 | 1.1 | L | 580 | .357M | 6 | 7 | - | 1-4 | 5-10 | 11+ | 30m | 180m | 4/2 | |
| Colt Detective Special | 2 | 15.4 | 0.7 | L | 240 | .38 | 6 | 5 | - | 1-6 | 7-12 | 13+ | 20m | 120m | 4/2 | |
| S&W CBT M29 | 2 | 30.0 | 1.33 | L | 380 | .44M | 6 | 9 | - | 1-2 | 3-8 | 9+ | 40m | 240m | 4/2 | |
| Derringers | Am. Derringer | 2 | 13.8 | 0.67 | L | 400 | .357 Derr. | 4 | 3 | 1 | 2-8 | 9-14 | 15+ | 5m | 30m | 4 |
| Am. Derr. Semmerling | 2 | 13.0 | 0.67 | L | 900 | .45 Derr | 4 | 4 | - | 1-7 | 8-13 | 14+ | 5m | 30m | 4 | |
| Pistols | Glock 17 | 2 | 18.8 | 0.7 | L | 550 | 9mm | 15 | 5 | - | 1-6 | 7-12 | 13+ | 30m | 180m | 2 |
| Berretta m92F | 2 | 21.6 | 0.95 | L | 420 | 9mm | 15 | 5 | - | 1-6 | 7-12 | 13+ | 30m | 180m | 2 | |
| Colt Commander | 2 | 20.0 | 1.0 | L | 450 | .45 ACP | 9 | 6 | - | 1-5 | 6-11 | 12+ | 30m | 180m | 2 | |
| Browning HP | 2 | 19.7 | 0.9 | L | 350 | 9mm | 15 | 5 | - | 1-6 | 7-12 | 13+ | 30m | 180m | 2 | |
| Desert Eagle | 2 | 25.4 | 1.9 | L | 570 | .50AE | 7 | 9 | - | 1-2 | 3-8 | 9+ | 30m | 180m | 2 | |
| Sig-Sauer P220 | 2 | 19.7 | 1.0 | L | 440 | 9mm | 15 | 5 | - | 1-6 | 7-12 | 13+ | 30m | 180m | 2 | |
| Linebaugh | 2 | 25.5 | 2.0 | L | 575 | .50AE | 7 | 9 | - | 1-2 | 3-8 | 9+ | 30m | 180m | 2 | |
| Submachineguns | H&K MP5 | 5 | 68.0 | 2.9 | I | 650 | 9mm | 25/30 | 6 | - | 1-5 | 6-11 | 12+ | 30m | 180m | 2 |
| Ingram Mac-10 | 5 | 54.8 | 3.8 | I | 480 | .45 ACP | 10/15/30 | 5 | - | 1-6 | 7-12 | 13+ | 30m | 180m | 2 | |
| Uzi | 5 | 65.0 | 4.1 | I | 525 | 9mm | 25/30 | 6 | - | 1-5 | 6-11 | 12+ | 30m | 180m | 2 | |
| Skorpion m61 | 5 | 26.7 | 2.0 | I | 400 | 7.62mm | 10/15/30 | 7 | - | 1-4 | 5-10 | 11+ | 30m | 180m | 2 | |
| Kalashnikov AKR | 5 | 68.6 | 3.3 | I | 420 | 7.62mm | 10/15/30 | 7 | - | 1-4 | 5-10 | 11+ | 30m | 180m | 2 | |
| Automatic rifles | Steyr AUG | 5 | 79.0 | 4.09 | I | 750 | 5.56mm | 30 | 7 | - | 1-4 | 5-10 | 11+ | 70m | 420m | 2 |
| H&K G3 A3 | 5 | 102.0 | 4.4 | I | 450 | 7.62mm | 20 | 8 | - | 1-3 | 4-9 | 10+ | 80m | 480m | 2 | |
| M16 A2 | 5 | 99.0 | 3.64 | I | 600 | 5.56mm | 30 | 7 | - | 1-4 | 5-10 | 11+ | 70m | 420m | 2 | |
| AK 74 | 5 | 86.9 | 4.3 | I | 330 | 5.56mm | 30 | 7 | - | 1-4 | 5-10 | 11+ | 70m | 420m | 2 | |
| FN FAL | 5 | 114.0 | 5.0 | I | 500 | 7.62mm | 20 | 8 | - | 1-3 | 4-9 | 10+ | 80m | 480m | 2 | |
| Sniper rifles | Dragunov SVD | 3 | 122.5 | 4.38 | L | 650 | 7.62mm | 10 | 8 | - | 1-3 | 4-9 | 10+ | 100m | 600m | 3 |
| WA 2000 | 3 | 90.5 | 6.9 | L | 800 | .300Win.M | 6 | 10 | - | 1 | 2-7 | 8+ | 100m | 600m | 3 | |
| Hunting rifles | Ruger m77 | 1 | 105.5 | 3.1 | L | 350 | .22 LR | 5 | 5 | - | 1-6 | 7-12 | 13+ | 50m | 300m | 4 |
| Winchester 70 XTR | 1 | 106.8 | 3.4 | L | 350 | .30-06 | 3 | 9 | - | 1-2 | 3-8 | 9+ | 60m | 360m | 4 | |
| Shotguns | Sawn-off shotgun | 2 | 50.8 | 3.1 | I | 100 | Sawn-off | 2 | 5 | - | - | - | - | 5m | 30m | 4 |
| Double barrelled | 1 | 76.2 | 5.8 | L | 250 | D.B. | 2 | 7 | - | - | - | - | 20m | 120m | 2 | |
| H&K Bullpup CAW | 5 | 76.2 | 5.8 | I | 850 | 12 Gauge | 6/9 | 7 | - | - | - | - | 20m | 120m | 4 | |
| Mossberg Bullpup | 5 | 72.4 | 5.8 | I | 450 | 12 Gauge | 6/9 | 7 | - | - | - | - | 20m | 120m | 4 | |
| Spas m12 | 5 | 93.0 | 4.7 | I | 500 | 12 Gauge | 6/9 | 7 | - | - | - | - | 20m | 120m | 4 | |
| Daggers/Knifes | Dagger | 0 | 40 | 0.5 | L | 50 | - | - | -1 | 1-5 | 6-12 | 13-18 | 19+ | - | - | - |
| Switchblade | 0 | 25 | 0.3 | L | 20 | - | - | -3 | 1-7 | 8-14 | 15-20 | 21+ | - | - | - | |
| Throwing Weapons | Throwing knife | 0 | 15 | 0.2 | L | 25 | - | - | -2 | 1-6 | 7-13 | 14-19 | 20+ | 5m | 30m | - |
| Impact weapons | Blackjack | -3 | 1-7 | 8-14 | 15-20 | 21+ | ||||||||||
| Hammer | 1 | 1-3 | 4-10 | 11-16 | 17+ | |||||||||||
| Nunchaku | -1 | 1-5 | 6-12 | 13-18 | 19+ | |||||||||||
| Steel pipe | 0 | 1-4 | 5-11 | 12-17 | 18+ | |||||||||||
| Baseball bat | 0 | 1-4 | 5-11 | 12-17 | 18+ | |||||||||||
| Natural Weapons | Fist | -4 | 1-8 | 9-15 | 16-21 | 22+ | ||||||||||
| Kick | -3 | 1-7 | 8-14 | 15-20 | 21+ | |||||||||||
| Throw | -4 | 1-8 | 9-15 | 16-21 | 22+ | |||||||||||
| Head butt | -4 | 1-8 | 9-15 | 16-21 | 22+ | |||||||||||
| Creature Weapons | Claw | -3 | 1-7 | 8-14 | 15-20 | 21+ | ||||||||||
| Bite/Fang | 0 | 1-4 | 5-11 | 12-17 | 18+ | |||||||||||
| Beak | -1 | 1-5 | 6-12 | 13-18 | 19+ | |||||||||||
| Horn | 0 | 1-4 | 5-11 | 12-17 | 18+ | |||||||||||
| Tail | -2 | 1-6 | 7-13 | 14-19 | 20+ |
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.