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+ | ===== Turns ===== | ||
+ | On a player' | ||
+ | |||
+ | |||
+ | ==== Free Actions ==== | ||
+ | Talking, falling prone, resisting a spell, or dropping an item are all examples of free actions. You can generally perform several simultaneous free actions on their turn. | ||
+ | |||
+ | ==== Attacks ==== | ||
+ | |||
+ | === Melee Attacks === | ||
+ | The Target Number to hit an opponent is equal to the opponent' | ||
+ | |||
+ | === Ranged Attacks === | ||
+ | The [[Shooting]] skill covers everything from bows to pistols to rocket launchers. | ||
+ | |||
+ | Throwing grenades, knives, spears, or other thrown weapons uses the [[Athletics]] skill. | ||
+ | |||
+ | All [[ranged weapons]] have a Range statistic written like this: 5/10/20 or Short/ | ||
+ | |||
+ | The base Target Number to hit something at Short Range is 4. Firing at longer ranges inflicts penalties to your roll (or according to this table: | ||
+ | |||
+ | ^Range^Modifier^ | ||
+ | |Short|—| | ||
+ | |Medium|-2| | ||
+ | |Long|-4| | ||
+ | |Extreme (see notes)|-8| | ||
+ | |||
+ | Extreme Range is up to 4x a weapon' | ||
+ | |||
+ | You cannot throw weapons at Extreme Range | ||
+ | |||
+ | {{page> | ||
+ | |||
+ | ==== Damage ==== | ||
+ | You roll damage after a successful attack. Ranged weapons do fixed damage as listed for the weapon in question. Most pistols, for example, cause 2d6 damage. | ||
+ | |||
+ | Hand weapons cause damage equal to the attacker' | ||
+ | |||
+ | This isn't a [[Trait roll]] so [[Wild Cards]] do **not** add a [[Wild Die]] to this roll, but these rolls can [[Ace]]. | ||
+ | |||
+ | Unarmed damage by default will just use your Strength die. | ||
+ | |||
+ | === Bonus Damage === | ||
+ | If you get a [[Raise]] on your attack roll, you add +1d6 to the damage roll (this can also Ace!). All attacks including spells can deal Bonus damage. | ||
+ | |||
+ | === Applying Damage === | ||
+ | If the damage roll is less than the target' | ||
+ | |||
+ | ==== Damage Effects ==== | ||
+ | |||
+ | {{page> | ||
+ | |||
+ | |||
+ | ===== Movement ===== | ||
+ | Characters can move a number of tabletop inches equal to their [[Pace]] each turn. Non-standard movement such as climbing, crawling, or swimming use 2" of Pace. Difficult terrain such as a thick forest or slippery ice also use up 2" of Pace. | ||
+ | |||
+ | If moving is hazardous for some reason, such as walking a tightrope, the GM may require an Athletics roll. | ||
+ | |||
+ | ==== Running ==== | ||
+ | A hero can choose to " | ||
+ | |||
+ | ==== Jumping ==== | ||
+ | Characters can jump 1" (2 yards) horizontally or 0.5" (1 yard) vertically as a free action. Double these numbers if you can run at least 2" (four yards) prior to the jump. You can make an Athletics roll as an action to increase the distance another inch. Jumping can't exceed your Pace for the turn. (IE don't say you jump every single turn in order to make it further.) | ||
+ | |||
+ | ==== Prone ==== | ||
+ | A character may fall prone as a free action during your turn and while Prone you may crawl. Standing is a free action but takes up 2 Pace. | ||
+ |