Post by Nodata on Jul 3, 2005 14:26:40 GMT -5
[glow=red,2,300]Combat Modifiers:[/glow]
Vitality Points and Wound Points:
When your vitality points reach 0, the next successful attack against you deals wound points. When you take any wound damage, you become fatigued.
Fatigued: Characters that are fatigued cannot run or charge and suffer a -2 penatly to Strength and Dexterity.
In addition, you must make a Fortitude saving throw (DC 5 + the number of wound points lost in this round). If the save fails the character is knocked out.
When you're wound points reach 0 you're disabled. You start bleeding at -1 and are dying until you reach -9. At -10 you're dead.
Total Defense:
INSTEAD of attacking in a round, you can choose to concentrate solely on defense. Doing this gives you +4 to defense for 1 round.
Fighting Defensively:
You can choose to fight defensively when making a full attack. If you do, you take -4 on all attack rolls in the round, but gain +2 dodge bonus to your defense that round.
Point-Blank Range:
A target within 10 feet (2 meters) away is considered to be in point blank range. You get +1 on all attack and damage rolls.
Critical Hits:
If the critical hit confirmation is successful the damage from the weapon applies to Wounds, instead of vitality.
Damage Reduction:
A character wearing armor reduces the number of WOUND points lost to wound damage by the amount of the armor's damage reduction. Damage reduction does NOT apply to vitality points.
Flanking:
Flanking an opponent provides you with a +2 bonus to attack. To flank an opponent you must have an ally on the opposite side of the opponent. You don't get flanking bonuses when making a ranged attack.
Combined Fire:
Groups of characters can combine ranged attacks against a single target. For each character who contributes to the effort, the primary shooter gains a +1 synergy bonus on his attacks (to a max of +5). The contributing characters essentially give up any chance of hitting the target to improve the primary shooter's bonus.
Autofire:
You may attempt 2 extra attacks per round with a weaopn that has autofire. The extra attacks are at your highest base attack bonus, but EACH attack takes a -6 penalty to hit.
Multifire:
You may attempt one extra attack per round with a weapon that has multifire capability. The extra attack is at your highest base attack bonus, but EACH attack takes a -4 penalty to hit.
Vitality Points and Wound Points:
When your vitality points reach 0, the next successful attack against you deals wound points. When you take any wound damage, you become fatigued.
Fatigued: Characters that are fatigued cannot run or charge and suffer a -2 penatly to Strength and Dexterity.
In addition, you must make a Fortitude saving throw (DC 5 + the number of wound points lost in this round). If the save fails the character is knocked out.
When you're wound points reach 0 you're disabled. You start bleeding at -1 and are dying until you reach -9. At -10 you're dead.
Total Defense:
INSTEAD of attacking in a round, you can choose to concentrate solely on defense. Doing this gives you +4 to defense for 1 round.
Fighting Defensively:
You can choose to fight defensively when making a full attack. If you do, you take -4 on all attack rolls in the round, but gain +2 dodge bonus to your defense that round.
Point-Blank Range:
A target within 10 feet (2 meters) away is considered to be in point blank range. You get +1 on all attack and damage rolls.
Critical Hits:
If the critical hit confirmation is successful the damage from the weapon applies to Wounds, instead of vitality.
Damage Reduction:
A character wearing armor reduces the number of WOUND points lost to wound damage by the amount of the armor's damage reduction. Damage reduction does NOT apply to vitality points.
Flanking:
Flanking an opponent provides you with a +2 bonus to attack. To flank an opponent you must have an ally on the opposite side of the opponent. You don't get flanking bonuses when making a ranged attack.
Combined Fire:
Groups of characters can combine ranged attacks against a single target. For each character who contributes to the effort, the primary shooter gains a +1 synergy bonus on his attacks (to a max of +5). The contributing characters essentially give up any chance of hitting the target to improve the primary shooter's bonus.
Autofire:
You may attempt 2 extra attacks per round with a weaopn that has autofire. The extra attacks are at your highest base attack bonus, but EACH attack takes a -6 penalty to hit.
Multifire:
You may attempt one extra attack per round with a weapon that has multifire capability. The extra attack is at your highest base attack bonus, but EACH attack takes a -4 penalty to hit.