C O M B A T (alterations and additions)
D E F E N S E
Dexterity Modifier: If the character’s Dexterity is high, the character is particularly adept at dodging blows or gunfire. If the character’s Dexterity is low, the character is particularly inept at it.
Hardness (New Rule): Hardness denotes the resistance of armor to absorb impacts. Usually, hardness is a fixed number, unadjusted for incoming damage. However, if the strike causes a hit of massive damage (50+ points), the target looses 2d4 points of hardness, regardless of penetration.
The Only attack attribute (Rule Change): In traditional D&D, Strength was the attribute of choice to strike with all melee weapons. Archery was exclusive to Dexterity but swords remained part of Strength. Although Strength would help increasing damage, being able to hit better made little sense. In the world of firearms, keeping this rule was pointless. Dexterity is the only attribute for striking in both ranged and in close combat. You will notice Dexterity has been capped in Cybernetics to keep hit bonuses in balance with those who prefer to remain organic.
F I R E A R M S
A U T O F I R E
G R E N A D E S A N D E X P L O S I V E S
1 Upper Left
If the target square is more than one range increment away, make an attack roll. The square has an effective Defense of 10. Thrown weapons require no weapon proficiency, so a character doesn’t take the –4 nonproficient penalty. If the attack succeeds, the grenade or explosive lands in the targeted square. Roll 1d4 and consult the table above to see which corner of the square the explosive bounces to. If the character misses the target, the explosive lands at a corner of a square nearby in a random direction. Consult the tables below to determine where the explosive lands. If the weapon was thrown two to three range increments (11 to 30 feet), roll 1d8.
For ranges of up to five range increments (31 to 50 feet), roll 1d12.
After determining where the explosive landed, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
Planted Explosives: A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
V E H I C L E M O V E M E N T A N D C O M B A T
A weapon built into a vehicle can by mounted to fire in one of four directions—forward, aft (rear), right, or left—or be built into a partial or full turret. A partial turret lets a weapon fire into three adjacent fire arcs (such as forward, left, and right), while a full turret lets it fire in any direction. For vehicles with weapons, a weapon’s arc of fire is given in the vehicle’s description.
Getting Started: Most vehicles can be entered with a move action and started with a second move action. An exception is noted in a vehicle’s description when it applies.
Initiative: There are two options for determining initiative in vehicle combat. First, is individual initiative just as in normal combat, where each character rolls separately. This is probably the best method if most or all characters are aboard the same vehicle, but it can result in a lot of delayed or readied actions as passengers wait for drivers to perform maneuvers. An alternative is to roll initiative for each vehicle, using the vehicle’s initiative modifier. This is particularly appropriate when characters are in separate vehicles, since it allows everyone aboard the same vehicle to act more or less simultaneously.
Vehicle Speed: Vehicle speed is expressed in five categories: stationary, alley speed, street speed, highway speed, and all-out. Each of these speed categories represents a range of possible movement (see Table: Vehicle Speeds and Modifiers). Each round, a vehicle moves according to its current speed category.
Declaring Speed: At the beginning of his or her action, a driver must declare his or her speed category for the round. The driver can choose to go one category faster or slower than the vehicle’s speed in the previous round. A stationary vehicle can change to alley speed in either forward or reverse. Most vehicles cannot go faster than alley speed in reverse.
Stationary: The vehicle is motionless.
Alley Speed: This speed is used for safely maneuvering a vehicle in tight spaces, such as alleys and parking garages. It tops out at about the speed a typical person can run.
Street Speed: The vehicle is traveling at a moderate speed, up to about 35 miles per hour.
Highway Speed: The vehicle is moving at a typical highway speed, from about 35 to 80 miles per hour.
All-Out: The vehicle is traveling extremely fast, more than 80 miles per hour.
Moving: On his or her action, the driver moves the vehicle a number of squares that falls within the vehicle’s speed category.
Unlike characters, a vehicle cannot double move, run, or otherwise extend its movement (except by changing to a higher speed category). Every vehicle has a top speed, included in its statistics on Table: Vehicles. A vehicle cannot move more squares than its top speed. This means that some vehicles cannot move at all-out speed, or even highway speed.
Count squares for vehicles just as for characters. Vehicles can move diagonally; remember that when moving diagonally, every second square costs two squares’ worth of movement. Unlike with moving characters, a vehicle’s facing is important; unless it changes direction, a vehicle always moves in the direction of its facing (or in the opposite direction, if it’s moving in reverse).
The Effects of Speed: A fast-moving vehicle is harder to hit than a stationary one—but it’s also harder to control, and to attack from.
As shown on Table: Vehicle Speeds and Modifiers, when a vehicle travels at street speed or faster, it gains a bonus to Defense. However, that speed brings along with it a penalty on all skill checks and attack rolls made by characters aboard the vehicle—including Drive checks to control the vehicle and attacks made from it.
Driving a Vehicle: Driving a vehicle is a move action, taken by the vehicle’s driver. During his or her move action, the driver moves the vehicle a number of squares that falls within its speed category. The driver can attempt maneuvers to change the vehicle’s course or speed. These maneuvers can be attempted at any point along the vehicle’s route. The driver can choose to use his or her attack action to attempt additional maneuvers. The two kinds of vehicle movement are simple maneuvers and stunts.
Simple Maneuvers: A simple maneuver, such as a 45-degree turn, is easy to perform. Each is a free action and can be taken as many times as the driver likes while he or she moves the vehicle. However, simple maneuvers do cost movement—so a vehicle that makes a lot of simple maneuvers will not get as far as one going in a straight line. Simple maneuvers do not require the driver to make skill checks.
Stunts: Stunts are difficult and sometimes daring maneuvers that enable a driver to change his or her vehicle’s speed or heading more radically than a simple maneuver allows. A stunt is a move action. It can be taken as part of a move action to control the vehicle, and a second stunt can be attempted in lieu of the driver’s attack action. Stunts always require Drive checks.
Simple Maneuvers: During a vehicle’s movement, the driver can perform any one of the following maneuvers.
45-Degree Turn: Any vehicle can make a simple 45-degree turn as part of its movement. The vehicle must move forward at least a number of squares equal to its turn number (shown on Table: Vehicle Speeds and Modifiers) before it can turn. Making a 45-degree turn costs 1 square of movement.
Ram: At character scale, a driver does not have to perform a maneuver to ram another vehicle—he or she only needs to drive his or her vehicle into the other vehicle’s square, and a collision occurs (see Collisions and Ramming).
At chase scale, however, more than one vehicle can occupy the same square and not collide—so ramming another vehicle requires a simple maneuver. The driver moves his or her vehicle into the other vehicle’s square and states that he or she is attempting to ram. Resolve the ram as a collision, except that the driver of the target vehicle can make a Reflex save (DC 15) to reduce the damage to both vehicles by half.
Sideslip: A driver might wish to move to the side without changing the vehicle’s facing, for instance to change lanes. This simple maneuver, called a sideslip, allows a vehicle to avoid obstacles or weave in and out of traffic without changing facing. A sideslip moves a vehicle 1 square forward and 1 square to the right or left, and costs 3 squares of movement.
Avoid Hazard: Vehicle combat rarely occurs on a perfectly flat, featureless plain. When a vehicle tries to move through a square occupied by a hazard, the driver must succeed on a Drive check to avoid the hazard and continue moving. Structures simply cannot be avoided. Also, if a driver cannot make a check (if he or she has used all his or her actions for the round in performing other stunts), he or she automatically fails to avoid the hazard. In such cases, a collision occurs. The DC to avoid a hazard varies with the nature of the hazard.
On a failed check, the vehicle hits the obstacle. For caltrops, this means the caltrops make an attack against the vehicle (see Caltrops). An oil slick forces the drive to make a Drive check (DC 15) to retain control of the vehicle (see Losing Control). Failing to avoid an object results in a collision with the object (see Collisions and Ramming).
Dash: With a dash stunt, a driver can increase the vehicle’s speed by one category. (This increase is in addition to any speed change made at the beginning of the driver’s action; if the driver increased speed at that time, he or she can accelerate a total of two categories in the same round.) The vehicle’s total movement for the round cannot exceed the maximum number of squares for its new speed category. (The squares it has already moved before attempting the dash count against this total.) The DC for a dash is 15.
On a failed check, the vehicle does not change speed categories.
Hard Brake: With a hard brake stunt, a driver can reduce the vehicle’s speed by up to two categories. (This is in addition to any speed change made at the beginning of his action; if the driver reduced speed at that time, he or she can drop a total of three categories in the same round.) The vehicle’s movement for the round ends as soon as it has moved the minimum number of squares for its new speed category. (If it has already moved that far before attempting the hard brake, it ends its movement immediately.) The DC for a hard brake is 15.
On a failed check, the vehicle does not change speed categories. Make a Drive check (DC 15) to retain control (see Losing Control).
Hard Turn: A hard turn allows a vehicle to make a turn in a short distance without losing speed.
A hard turn functions like a 45-degree turn simple maneuver, except that the vehicle only needs to move forward a number of squares equal to half its turn number (rounded down). The DC for a hard turn is 15.
On a failed check, the vehicle continues to move forward a number of squares equal to its turn number before turning, just as with a simple 45-degree turn. Make a Drive check (DC 15) to retain control (see Losing Control).
The DC for a jump depends on the width of the gap, modified by the vehicle’s speed category. On a failed check, the vehicle fails to clear the gap, and instead falls into it (or collides with the far side). Determine damage as for a collision (see Collisions and Ramming).
The DC for a sideswipe is 15. It’s modified by the relative size and speed of the target.
Driver Options: Here is what a vehicle driver can do in a single round:
Choose the Vehicle’s Speed: The driver may increase or decrease his or her vehicle’s speed category by one (or keep it the same).
Optional Attack Action: If the driver wants, he or she can use his or her attack action before moving the vehicle. If the driver does so, however, he or she will be limited to a single stunt during movement.
Optional Attack Action: If the driver did not take an attack action before moving, and performed one or fewer stunts, the driver has an attack action left.
Collisions and Ramming: A collision occurs when a vehicle strikes another vehicle or a solid object. Generally, when a vehicle collides with a creature or other moving vehicle, the target can attempt a Reflex save (DC 15) to reduce the damage by half.
Resolving Collisions: The base damage dealt by a vehicle collision depends on the speed and size of the objects involved. Use the highest speed and the smallest size of the two colliding objects and refer to Table: Collision Damage. After finding the base damage, determine the collision’s damage multiplier based on how the colliding vehicle struck the other vehicle or object. (For vehicles moving in reverse, consider the back end to be the vehicle’s “front” for determining the collision multiplier.) Consult Table: Collision Direction for a multiplier.
Once the damage has been determined, apply it to both vehicles (or objects or creatures) involved in the collision. Both vehicles reduce their speed by two speed categories. If the colliding vehicle moved the minimum number of squares for its new speed category before the collision, it ends its movement immediately. If not, it pushes the other vehicle or object aside, if possible, and continues until it has moved the minimum number of squares for its new speed category. The driver of the vehicle that caused the collision must immediately make a Drive check (DC 15) or lose control of the vehicle (see Losing Control, below). The driver of the other vehicle must succeed on a Drive check (DC 15) at the beginning of his or her next action or lose control of his or her vehicle.
Each of the occupants may make a Reflex save (DC 15) to take half damage.
Losing Control: A collision or a failed stunt can cause a driver to lose control of his vehicle. In these cases, the driver must make a Drive check to retain control of the vehicle. If this check is successful, the driver maintains control of the vehicle. If it fails, the vehicle goes into a spin. If it fails by 10 or more, the vehicle rolls. Remember that the check/roll modifier from Table: Vehicle Speeds and Modifiers applies to all Drive checks. An out-of-control vehicle may strike an object or other vehicle. When that happens, a collision occurs (see Collisions and Ramming, above).
Spin: The vehicle skids, spinning wildly. At character scale, the vehicle moves in its current direction a number of squares equal to the turn number for its speed, then ends its movement. Once it stops, roll 1d8 to determine its new facing: 1, no change; 2, right 45 degrees; 3, right 90 degrees; 4, right 135 degrees; 5, 180 degrees; 6, left 135 degrees; 7, left 90 degrees; 8, left 45 degrees. Reorient the vehicle accordingly.
At chase scale, the vehicle moves 1 square and ends its movement. Roll to determine its new facing as indicated above.
Roll: The vehicle tumbles, taking damage. At character scale, the vehicle rolls in a straight line in its current direction for a number of squares equal to the turn number for its speed, then ends its movement. At the end of the vehicle’s roll, reorient the vehicle perpendicular to its original direction of travel (determine left or right randomly).
At chase scale, the vehicle rolls one square before stopping and reorienting.
At either scale, a vehicle takes damage equal to 2d6 x the turn number for its speed. The vehicle’s occupants take damage equal to 2d4 x the turn number for its speed (Reflex save, DC 15, for half damage).
Hide and Seek: When being pursued, a driver can attempt a Hide check to lose the pursuer in heavy traffic, or a Bluff check to misdirect the pursuer before turning onto an off-ramp or a side street.
To make a Hide check, use the normal rules for hiding (see the Hide skill description). The normal size modifiers apply, but because the driver is hiding among other vehicles, most of which are size Large or Huge, he or she gains a +8 bonus on the check. This use of the Hide skill can only be attempted in fairly heavy traffic; in lighter traffic, the GM might not allow it or might apply a penalty to the check.
A driver can use Bluff to make a pursuer think he or she is going a different direction from what the driver intends. Just before making a turn onto an off-ramp or side street, make a Bluff check opposed by the pursuer’s Sense Motive check. If the driver is successful, the pursuer takes a –5 penalty on any Drive check needed to make the turn to follow the driver. If the other driver can make the turn using only simple maneuvers and does not have to make a Drive check, the Bluff attempt has no effect.
Fighting from Vehicles: The following rules provide a further framework for combat involving vehicles.
Vehicle Combat Actions: Actions during vehicle combat are handled the same way as actions during personal combat. In general, a character can take two move actions, one move action and one attack action, or one full-round action in a round. Free actions can be performed normally, in conjunction with another action.
Move Actions: Changing position within a vehicle is usually a move action, especially if the character has to trade places with another character. If the character’s movement is short and unobstructed, the character can do it as the equivalent of a 5-foot step. Otherwise, it requires a move action.
Attack Actions: Anyone aboard a vehicle can make an attack with a personal weapon, and drivers and gunners can make attacks with any vehicle-mounted weapons controlled from their positions.
Full-Round Actions: Since the driver must use a move action to control the vehicle, he or she can’t take a full-round action unless he or she starts it in one round and completes it on his or her next turn (see Start/Complete Full-Round Action).
Crew Quality: Rather than force the GM to create, or remember, statistics for everyone aboard a vehicle, vehicle statistics include a general “crew quality” descriptor. This indicates a typical crew’s aptitude with the vehicle’s systems.
Table: Vehicle Crew Quality shows the five levels of crew quality for GM-controlled vehicle crews, along with the appropriate check modifier. Use the check modifier for all skill checks related to the operation of the vehicle (including Drive and Repair checks). Use the attack bonus for all attack rolls performed by the crew. For quick reference, Table: Crewed Vehicles shows the typical crew quality, and the crew’s total initiative and maneuver modifiers, for the vehicles covered in this book. This by no means restricts the GM from creating unique vehicles where the crew’s statistics are included, or from using GM characters’ abilities when they drive or attack from vehicles. It’s merely a shortcut to save time if the GM doesn’t have particular characters behind the wheel.
T H E H E R O R U L E (OPTIONAL)
C Y B E R C O M S V s N O R M A L C O M M U N I C A T I O N
In Combat, talking into a radio and walkie-talkie is a move equivalent action. This includes listening and talking (a cost to all parties involved). Talking and Listening equal one move action. If one side does not want to listen, they may chose to and not use their action. Characters also have to beat a DC20 listen check every time to understand the other characters. Hand held communicators utilize one hand, preventing rifle holding and incurring a –2 Dex penalty to Defense. Over the ear walkie talkies do not cure this problem entirely. The Character gains the arm use and no longer incurs the Dex penalty. However, they still need to take the action to talk or listen and must make the listen check.
Walkie Talkies are also very simple. Monitoring Radio frequencies are easy (See Hack Actions).
Of course, all of this can be avoided by using Cybercomms. Using Cybercomms is a free action to initiate to all involved and does not require the Listen check to succeed. There are no penalties to communicate using Cybercomms and monitoring them is more difficult (see Hack Actions).
Using Target Ids is even more effective (See later)
Talking or Listening on a Communicator 1 Move Equivalent Action to all involved and
DC20 Listen to successfully communicate.
Using a hand-held Communicator 1 Lose 1 hand and –2 Dex penalty to Defense.
1 Move Equivalent Action to all involved and
DC20 Listen to successfully communicate.
Hands Free Walkie Talkie Must still take Listen checks and cost a Move Action.
Cybercomms No Penalties