Thursday, January 22, 2015

Supplemental Combat Rules

HIT LOCATION AND DAMAGE

Called Shots - Ranged and Close Combat


Attacks are generally aimed with the intention of striking an opponent--somewhere.  Wounding hits employ the standard, somewhat abstracted, damage system.

A character can aim at a specific small target or body part (e.g. chest, arm or leg, abdomen), thus incurring the following penalties:.

-1 die for a torso-sized target
-2 dice for a limb-sized target
-3 dice for a head-sized target (hands, feet, neck, groin)
-4 dice for finger-sized target (eyes, ears)

Against an armoured target, a character can attempt to hit a vulnerable spot or "chink in the armour":

-3 dice for armour piercing shot: halves armour

Localized Damage

Striking certain locations can impair a character in more specific ways than the standard wound effects describe.

Limbs:  two light wounds or one deep wound (or bruise equivalent) renders useless
Hands/Feet:  light wound (or bruise equivalent) renders useless
Vitals (head/neck/groin):  damage threshold is halved (round up), though regular armour bonus applies


CLOSE COMBAT MANEUVERS

Trip/Sweep, Being Knocked Down

-1 die : trip (MoS 1, no damage)
-2 dice : trip and attack (MoS 1, damage)
Effect : Knocked down Defenders have a -2 penalty to actions requiring movement

Wrestling, Grappling and Locking
(Specialization required to inflict damage)

-2 dice : Lock limb (MoS 1, no damage)
-3 dice : Pin Limb (MoS 1, damage limb as with called shot: two light or one deep wound incapacitates)
Effect : MoS applied as penalty to Defender to break Lock/Pin with opposed Strength or Hand-to-Hand check. MoS applied as bonus to Attacker on next attack.

ARMOUR AND DAMAGE

Hand-to-Hand damage and Specializations

Hand-to-Hand combat only deals Bruising Damage (see below). It is possible to cause real wounds with hand-to-hand skills if one uses hand to hand weapons, such as brass knuckles or punch knives. But one can also train one's hands to be a weapon. With a Monk specialization a player can deal regular damage in hand-to-hand combat. As with all specialization, this can only come after a level 2 in Hand-to-Hand.

One can also take a Segal specialization, which allows a player to deal normal damage with Locks and Pins and while grappling.



Bruising Damage and Recovery
Bruising damage occurs in hand-to-hand and certain melee (such as night sticks and saps, but not brass knuckles) combat. It uses the same thresholds as regular damage except it counts at half the effect. Hence two "light" bruising wounds cause only a -1 penalty to actions. Four "light" bruising wounds cause -2 penalty to actions.

Bruising damage, unlike regular damage, accumulates on its own system shock scale. Your system shock is the maximum number of wounds you can incur before death. It is equivalent to 5 + Health. Your bruise system shock is the same number before unconsciousness, which means most characters will succumb after 5-6 "light" bruise wounds or only a couple of "deep" bruising wounds.

"Light" bruising wounds heal at a rate of 1d6 hours, "Deep" wounds after 1d6 days. Medical treatment reduces wound effects.

Hand-to-Hand and Armour
When fighting Hand to Hand, ballistic armour is reduced by 10 points as ballistic fabric is less effective against low-velocity strikes than high-velocity bullets, and characters in such close proximity can employ a variety of non-concussive attacks.


Note:  Though armour is ubiquitous in the Heavy Gear world, there are degrees. Some people wear only light flak vests (exposing arms and legs) or light flak (utility) suits without helmets. Someone wearing a duster is armoured but it would be negated in H2H. Also, feet and hands are rarely armoured with a light flak (utility) suit. Combat light flak and medium flak assume armoured hands, feet, and helmets.



Heavy Gear Roleplaying Game

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