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House Rules and Combat Cheat Sheet
House Rules and Combat Cheat Sheet
Cheat Sheet
The base difficulty for ranged attacks Reflex sights only help when taking a
at Medium range is Challenging D2. Restricted Action to aim down the
The base difficulty for ranged attacks sights. Reflex sights grant a re-roll as
at Long range is Daunting D3. described in MC Core. This re-roll can
The base difficulty for ranged attacks be used to negate a Repercussion.
at Extreme range is Dire D4.
Scopes and night vision scopes also
require a Restricted Action to use, and
Aiming down the sights ("Aiming")
allow the attacker to treat his
reduces the base difficulty of all
weapons range as 1 category longer
ranged attacks by 1, to a minimum of
than normal (exception: only for non-
1. You cannot Aim at targets within
Munition weapons). The drawbacks
Reach.
from MC3 Core still apply. In addition,
Scopes count as Reflex sights when
Laser Sights reduce the difficulty of
used (this is a change).
ranged attacks at Close or Medium
range by 1, to a minimum of 1. If you Squads/Hordes and Blast
Aim with a Laser Sight at a target Weapons
within Close or Medium range, you
instead gain 1 bonus Momentum on a Blast weapons are particularly
successful attack. devastating against Hordes/Squads,
which is as it should be. But an
Reflex Sights have their normal game unnecessary amount of confusion or
effect (i.e. a Reroll if you Aimed). min/maxing can result when using
Blast weapons and spending
Telescope Sights do not adjust weapon Momentum to maximize damage to a
ranges directly. Instead, Aiming with a Horde/Squad. For Blast weapons
telescope sight reduces the effective including those with the Torrent
range by 1 step for the vast majority quality, damage does not cascade
of scopes or by 2 steps for extremely through the Horde/Squad. Instead,
high quality or advanced scopes. Momentum must be spent to include
each member of the Horde/Squad in
Using Sights in Combat the blast effect.
Aiming down a weapons sights in For example, a Burst of plasma
combat is a Restricted Action. Given carbine fire directed at a Squad
these revised Range and Called Shot consisting of 5 Undead Legionnaires
rules above, clarifications are needed and 1 Necromutant and generating no
for Laser and Reflex Sights and Momentum, will only ever damage one
Scopes. target. Conversely, the same attack
resulting in 6 Momentum, may strike
Laser sights assist unaimed and aimed
every member of the Squad, but if
fire by placing a dot at the point of
excess damage is rolled against the
impact. On all attacks with a weapon
Undead Legionnaires, it does not
equipped with a laser sight, the
automatically cascade into the
attacker gains one free Momentum
Necromutant.
solely for the Called Shot Momentum
Spend (this is a slight change). Hordes/Squads and Weapon Hits
Need to figure out how this works. to 5, but move down to the Restriction
Seems like each Momentum generated 3 Base Time.
from a Squad or Hordes attack should
Purchasing Ammunition: Reloads must
be an extra hit at full damage.
be purchased in sufficient quantity to
Otherwise they suck ass.
reach Cost 3. The normal rules are
NPCs and Hit Locations otherwise used.
When a Trooper or Elite is hit in the Group Momentum
Limbs, Wounds inflicted after Soak are
Group Momentum works as it does in
halved. When a Trooper or Elite is hit
the Infinity & Conan 2d20 games.
in the Head, Wounds inflicted after
Rather than just adding Momentum to
Soak are doubled.
any successful test as the players see
Encumbrance fit, Group Momentum can be used to
add d20s to a test as if you were
Encumbrance affects all Strength,
spending Dark Symmetry Points. The
Coordination, and Agility skill checks
use of Group Momentum must be
or tests as written. Physique tests
declared before a roll. No character
have their Difficulty increased only if
can benefit from more than +3d20
the test is to resist Fatigue and it
from spending Group Momentum or
would make sense for encumbrance to
Dark Symmetry Points.
so affect the character.
Close Combat, Unarmed Combat &
Hit Location Damage Effects
Brawling
Do we need rules for this?
Close Combat shall include the basics
NON-COMBAT HOUSE RULES of brawling. One rank of Expertise in
Close Combat grants a basic skill in
Acquisitions Tests: In play, the base brawling, allowing the standard
time for an acquisition roll is based on Unarmed Strike (1+2DS) at no penalty
the following table: and no increased Repercussion range.
Restriction Base Time However, no Close Combat Talents are
1 1 Hour applied to Unarmed Strikes and a
2 8 Hours character using only Close Combat to
3 1 Day attack when unarmed is not
4 5 Days considered to be dual wielding.
5 10 Days Unarmed Combat now makes sense as
+1 X2 Days an advanced skill of Close Combat.
Unarmed Combat grants the following
A character may voluntarily increase additional benefits:
or decrease the Base Time by moving - First, upon selecting the Martial
up or down the chart. Each line moved Artist Talent, all of the
increases or decreases the Difficulty characters Unarmed Strikes
by 1. For example, the players decide gain the Vicious 1 quality.
they need a Restriction 4 item in the - Second, a character is also
next day. They increase the Difficulty always considered to be dual-
wielding when using the
Unarmed Combat skill, reducing no need for the two Momentum spend
the cost of Swift Strike to one and it should be ignored.
Momentum.
- Third, a character adds his Social Combat
Focus ranks in Unarmed Combat Write some rules for social combat
directly as DS to damage. based on Infinity rules.
Add 1-3 Talents for each style of Write some rules for social combat
Martial Arts: Algeroth Martial Arts, based on Infinity rules. Basic idea
Brotherhood Martial, Capitol Unarmed should be that each NPC has an
Combat, Mishiman Close Combat, Influence Threshold equal to
Wolfbane Close Combat, and Special something like half his Mental Wounds
Forces Training plus the higher of his Persuade or
(Bauhaus/Imperial/Cybertronic). Command Focus. Every character has
Revised Talents & Ki Powers a social stance towards another:
something like Hostile/Intimidated,
Several of these House Rules, Wary, Neutral, Friendly, and Helpful. It
including the use of the Conan takes an influence check with
Response Action rules, require a small influence damage equal to the
change to a number of Talents and Ki Influence Threshold to change stance.
Powers. If you hit the Influence Threshold
multiple times, you can move an NPC
Deflection [Close Combat] simply
multiple stances.
grants the character Parry 1 on all
Close Combat weapons or adds +1 to Base Influence Damage is
the Parry of any equipped weapon. 1+2DS+Influence Rating. Momentum
can be spent for bonus Influence
Flow Like Water [Unarmed Combat]
Damage or to decrease the time of a
also grants Parry 1 to the characters
check (which needs to be defined).
Unarmed Strike or reduces the cost of
Certain Talents could be modified to
his Dodge Response Actions by 1.
assist with this new mechanic (but not
Hands of Stone [Ki Power] stacks with necessary actually). Could even have
Unarmed Combat damage bonuses Influence Soak equal to Willpower
and the Vicious 1 quality from Martial Focus or Insight Focus.
Arts.
Official Errata
The Mongooses Dodge [Ki Power]
The Momentum with a scaling effect (a
grants the same benefit but stacks
"+") can be applies multiple times per
with Flow Like Water resulting in two 0
turn, but the others cannot be.
cost Dodges.
Also, assume in all cases that you
The Mongooses Artful Dodge [Ki
cannot re-roll a die of any kind that
Power] grants one bonus Momentum
you've already re-rolled, whether it's a
on all Dodges that generate at least
d20, a d6, or a [DS]/damage dice - the
one success.
second result stands.
Yoramas Deflecting Hands [Ki Power]
As for rendering someone unconscious
grants the same benefits, but there is
with Momentum...