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Task Rolls and Combat Mechanics Guide

When Worlds Collide - GM PACK Hints and tips for GMs running When Worlds Collide game.

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Alistair Dandy
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0% found this document useful (0 votes)
12 views9 pages

Task Rolls and Combat Mechanics Guide

When Worlds Collide - GM PACK Hints and tips for GMs running When Worlds Collide game.

Uploaded by

Alistair Dandy
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Task Rolls

There are 2 kinds of Task Rolls (TR): Defined and Non-Defined.


DEFINED: Call for a [Difficulty Level] [Skill-Set or Expertise]
If it’s a specified Expertise called for and none of the PCs have it,
then call for an appropriate Skill-Set @ +1 Difficulty Level.
NON-DEFINED: Call for a roll, then ask the PCs to add an
appropriate Skill-Set. If the players ask if a certain Expertise is
ok, and you agree, then let them use it.

TR = 3d6 + Mods (Skill-Set, Expertise or GM Situation Modifier)


VS
Difficulty Level (DL) or Difficulty Level Value (DLV)

You need to score equal or more than the DL to succeed

Difficulty Levels
Difficulty Level Value Special
(SIMPLE) 5 Rarely used
EASY 10 -
MODERATE 15 -
HARD 20 -
Or a Natural Level 2
VERY HARD 25 Critical
Or a Natural Level 3
EXTREMELY HARD 30 Critical
Or a Natural Level 3
SUPERHUMAN 40 Critical

Critical Success
If two dice come up as “6” before modifiers, then it is called a
Level 2 Critical (CS2)
If three dice come up “6” before modifiers, then it is called a Level
3 Critical (CS3)
Critical Successes are exceptionally well performed tasks, and GMs
should interpret these results.

Most NPCs get no benefits from rolling Critical Success


Critical Failure
If all three dice come up “1” before modifiers, then it is a Critical
Failure (CF)
Critical Failures represent catastrophic mistakes, and GMs should
interpret these results.

Natural CS & CF rolls supersede modified


rolls
If a PC rolls a CS and yet the totalled roll and modifier indicate a
failure, then the PC will still succeed.

GM Situational Modifiers
Instead of wasting time looking up dozens of specific modifiers for
uneven ground, poor light, etc, GMs are given the Situational
Modifier table as a tool. The GM decides whether the situation is
advantageous or disadvantageous and to what degree.

GM SITUATION MOD Advantageous Disadvantageous


Minor +3 -3
Major +6 -6

MELEE COMBAT
Initiative
The Character with the highest Reaction Speed (RS) modifier goes
first, and others act in order of diminishing RS modifiers.
In the case of duels, both characters roll 3d6, then add their RS
modifier, and the highest acts first.

Attack & Defence


Attackers roll 3d6 +mods (Skill-Set: Combat Activity: Melee,
Weapon Skill Expertise & GM Situational)

Remember the natural roll of the dice, before modifiers as it will


translate directly as the Hit Location.

Defenders roll 3d6 + mods (Evasion as a dodge, or a chosen


Weapon Skill Expertise or Skill-Set: Combat Activity: Melee)
If you are playing Quick Play Defence, the defending NPC doesn’t
roll, and only pit the QPD against the Attacker’s roll.
Defenders win tied rolls.

Only 1 target may be attacked in one round, unless a Special


Ability states otherwise.

Defending against multiple attackers: roll once and divide the total
amongst the attackers.

Using Evasion: if you choose to use Evasion rather than a Weapon


Skill Expertise, then you may not attack for the rest of the round.
If you have already attacked, and choose to use Evasion, then
your EVA is halved, round down.

Combat Critical Successes


If you roll a CS2, then roll your damage, then multiply the result
by 2.
If you roll a CS3, then roll your damage, then multiply the result
by 3.
NPCs do not use this rule unless it is stated otherwise. NPCs can
roll CF.

CS2= X2 damage (LPs or Stun Effect)


CS3= X3 damage (LPs or Stun Effect)

Called Shots
If you are aiming at a general body-part, such as arm or head, etc,
then -3.
If you are aiming at a more specific body-part such as hand, eyes
or throat etc, then -3.
If aiming at a tiny body-part, such as heel poisoned tooth, etc,
then -9.
Hit Location
This translates exactly from the combat roll, so there is no need to
make a second roll. So if your natural roll in combat, before
modifiers, is 2,6 & 3=11, then the hit location is 11= Shoulder.

Natural Roll
On a humanoid
Of Attack
17-18 Head
16 Neck
14-15 Thorax (Body Mass)
12-13 Abdomen (Body Mass)
10-11 Shoulder
8-9 Arm
7 Hand
5-6 Leg
4 Foot

Left or Right?
Think contextually, but otherwise simply take the hit location roll,
if it is odd then left, if even then right.

Front/Back or Top/Bottom?
Again, think contextually. Otherwise, +5/+10 for 45/90 degrees
above, -5/-10 for 45/90 degrees below.

Cover
Cover should be taken into account by the GM in the form of a
Situational Modifier. If a hit is still scored, then any location the
target is using to see or fight is a viable target. If the roll is Foot,
assume hand. If Leg assume Arm. If abdomen, assume Shoulder.
If Thorax (14) then assume Neck. If Thorax (15) then assume
Head.
MISSILE COMBAT

Unlike Melee combat, the attack roll is set against a fixed Difficulty
Level which must be exceeded to hit.

The Difficulty Level relates to the Range, but also incorporates


other factors.

Multiplier of Base Range Difficulty Level


(less than 1 yard/meter:
POINT BLANK firearms only)
EASY (10)
SHORT X1 MODERATE (15)
LONG X3 HARD (20)
EXTREME X5 VERY HARD (25)
LIMIT X10 EXTREMELY HARD (30)

You may generally only make one ranged attack in one round at
one target. Special Abilities may alter this.

Multiple Shots
Some weapons are able to shoot more than once. However, only
one attack roll is made, with modifiers being applied to that roll for
each additional shot. The shots will hit as long as the modified
score continues to exceed the required DL value.
Generally, for each shot you -3 to the total previously rolled
attack.

Rate
In order to determine the attacks from multi-shot weapons, you
need to take into account the RATE of the weapon, which includes
any recoil effects, or the difficulty of loading and aiming between
each shot. There are there basic rates Single shot, Semi Auto, and
Full Auto.

Ammo Loss
For weapons which have ammunition to be expended during
multiple shots, each time you make a multi-shot attack you loose
Rate Value of Ammo.
Extra Damage
When multiple shots hit a target, you take the ammos damage
rating and apply that for each bullet that has hit the target.

Autofire
Add the Rate as a modifier to the attack.

DAMAGE
Damage comes in two main categories: Stunning, and Killing.

Stunning Damage
There are 2 types of Stunning Damage: Impact, and
Disorientation.

Impact Stun, such as unarmed attacks, does 1 LP of damage per


dice used + Damage Bonus. So if a weapon is 2d6 Stun, then it
would do 2 LPs.
Disorientation Stuns, such as stun-rifles etc, may not actual do any
LP damage. Instead they erode 1 point of SInc per dice used
before checking the Stunning effect t.
Armour
Double the AS of appropriate armour type to reduce the LP
damage, but it has no effect upon the Stunning Effect.

Stunning Effect
Roll the number of dice as per the weapon being used, and
compare it to the target’s current SInc.
NPC= if it is equal or over the Target’s SInc, then the NPC is
stunned and either inactive or ineffective for 1 round or more (at
the GM’s discretion)
PC= if the rolled Stun is in excess of their SInc, then the Pc must
make a Task roll: Physical/Stamina vs the Rolled Damage as DLV.

Killing Damage
Roll the appropriate number and type of dice. Reduce the score by
any effective Armour Soak (AS), the minus the total from the
target’s LPs.
Crippling Damage
Any attack does an amount of damage that reduces a target’s LPs
to half or less in a single strike is called Crippling Damage.

Crippled Characters are incapacitated and cannot act in any


meaningful way until they satisfy one of the following criteria:
a) They naturally heal at least 1 LP. If in negative LPs, they
must heal into at least positive LPs.
b) They have successful medical attention applied to them.
c) The GM decides that the story must move forward, and the
character needs to be part of it.

Types of Damage
Weapons deal damage in a number of different ways.
Type Detail
This is the damage done by swords, axes etc. They cause wounds that are
Hack (HAK)
generally longer than they are deep
Blunt Force Trauma This is damage done by blunt objects, such as clubs and hammers, and
(BFT) consists of crushed cells and splintered bone.
This is done by piercing weapons such as daggers and arrows. They cause
Stab (STB) wounds that are generally deeper than they are long, and are fundamentally
more dangerous.
This is done by bullets and forms of shrapnel. The entry wounds are
Ballistic (BAL) smaller,(often smaller than the bullet that caused them) than exit wounds,
and bullets tend to cause massive tissue and organ damage within the body.
This is done by energy weapons such as lasers and plasma guns. They
Energy (ENR) consist of deep tissue burns, often accompanied by massive damage to the
surrounding area caused by cells vaporising.
These are things such as burns, scalds, acid corrosion, frost-bite, radiation,
Special (SPC) poison, disease and so forth. They will mostly be detailed where they are
found.
This is a common Special Damage, found in strangulations and slow pressure.
It begins as bruising, then becomes tissue damage and bone stressing.
Crush (CRS) Eventually bones snap and organs burst under prolonged crushes. However,
usually the pressure upon ribs and lungs will have caused asphyxiation before
this.
Armour-Soak
The Armour Soak (AS) reduces the LP damage done by an attack.
Some armour types protect against specific kinds of damage.
Below is a sample list:

Armour ENC
Name Soak per Special Rules
(AS) piece
No bonus for combining. No AS vs. Crush.
0 (2
Flammable. No Protection vs. Heat/Fire or Cold.
2 when
Normal Clothes Soft. Injuries from Projectile or Ballistic may carry
wet)
fragments of cloth into the wound & cause Infection.
No bonus for combining. No AS vs. Crush.
Flammable. AS4 vs. Heat/Fire. AS14 (fourteen) vs.
Hides/Furs/Thick Cold. Soft. Injuries from Projectile or Ballistic may
7 5
Cloth carry fragments of cloth into the wound & cause
Infection. ENC 10 p.p. when carried wet. Aids
buoyancy.
Can be combined with Scale, Lamellar, Mail and Plate.
0 (3
No AS vs. Crush. No Protection vs. Heat/Fire or Cold.
Soft Leather 2 when
Soft. Injuries from Projectile or Ballistic may carry
wet)
fragments of cloth into the wound & cause Infection.
Can be worn over Padded Cloth. AS4 vs. Crush.
Boiled Leather 3 3
Hard.
Can be worn underneath and combined with Boiled
Leather, Scale, Lamellar, Mail and Plate. +2 AS (5)
vs. non-ballistic Projectile hits (e.g. arrows) No AS vs.
Padded Cloth 3 2
Crush. Flammable. AS6 vs. Cold. Soft. Injuries
from Projectile or Ballistic may carry fragments of
cloth into the wound & cause Infection.
No bonus for combination. +2 AS (5) vs. non-ballistic
Projectile hits (e.g. arrows) No AS vs. Crush.
Brigandine 6 2 Flammable. AS6 vs. Cold. Soft. Injuries from
Projectile or Ballistic may carry fragments of cloth into
the wound & cause Infection.

Shields
Shields increase the overall AS depending upon the size of the
shield. The size of the shield also determines a reduction in the
user’s RS.
Armour Reaction
Size
Soak Speed
Small +1 No mod
Medium +2 -1 RS
Large +3 -3 RS

Special Weapon Effects


Some weapons have special effects. These include: Impaling
Weapons, Cleaving Weapons, Severing Weapons, and Concussion
Weapons.
Impaling Weapons
Some Stab weapons have a special rule called “Impale”. On a CS,
the weapon gives the PC a choice. They may either do the normal
multiplier and keep hold of their weapon, or they may choose to do
one extra dice of their normal type before multiplication, but the
weapon is left stuck in the target. It will need to be retrieved in
the following round with either a LUCK or a Physical/Power TR
based on a DL equal to the amount of damage they did.

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