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savage:combat [2024/04/16 01:39] lwelyksavage:combat [2024/04/22 17:06] (current) lwelyk
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 {{page>Action_Cards}} {{page>Action_Cards}}
  
-===== Actions =====+===== Turns =====
 On a player's turn they can move and perform one regular action at any point in their movement without penalty. Movement does not count as an action. On a player's turn they can move and perform one regular action at any point in their movement without penalty. Movement does not count as an action.
  
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 === Ranged Attacks === === Ranged Attacks ===
-The [[skills:Shooting]] skill covers everything from bows to pistols to rocket launchers. +The [[Shooting]] skill covers everything from bows to pistols to rocket launchers. 
  
-Throwing grenades, knives, spears, or other thrown weapons uses the [[skills:Athletics]] skill.+Throwing grenades, knives, spears, or other thrown weapons uses the [[Athletics]] skill.
  
-All ranged [[savage/weapons]] have a Range statistic written like this: 5/10/20 or Short/Medium/Long Range.+All [[ranged weapons]] have a Range statistic written like this: 5/10/20 or Short/Medium/Long Range.
  
-The base Target Number to hit something at Short Range is 4. Firing at longer ranges inflicts penalties according to this table:+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^ ^Range^Modifier^
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 |Extreme (see notes)|-8| |Extreme (see notes)|-8|
  
-Extreme Range is up to 4x a weapon's Long Range. Firing at such a distance requires the [[#Aim]] action. This doesn't reduce the penalty. Just allows you to even attempt the shot.+Extreme Range is up to 4x a weapon's Long Range. Firing at such a distance requires the [[Aim]] action. This doesn't reduce the penalty of shooting at extreme range. Just allows you to even attempt the shot.
  
 You cannot throw weapons at Extreme Range You cannot throw weapons at Extreme Range
  
-== Rate of Fire == +{{page>rate_of_fire}}
-Rate of Fire is how many shots ([[skills:Shooting]] dice) a ranged weapon can fire in one action. A pistol with a RoF of 1, for example, can fire one shot per action. For example, a machine gun with a Rate of Fire of 3 can fire three shots per action. When you use a weapon with a Rate of Fire higher than 1, declare how many of the shots are aimed at each target,  +
- +
-The Wild Die can only replace one of these rolls. +
- +
-Firing more than one shot in one action from a weapon subtracts 2 from the attacker's Shooting rolls due to Recoil.+
  
 ==== Damage ==== ==== Damage ====
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 Hand weapons cause damage equal to the attacker's Strength die plus a second die, which depends on the weapon. So a fighter with d12 Strength and a long sword (d8 damage) rolls d12 + d8 damage. Hand weapons cause damage equal to the attacker's Strength die plus a second die, which depends on the weapon. So a fighter with d12 Strength and a long sword (d8 damage) rolls d12 + d8 damage.
  
-This isn't a Trait roll so Wild Cards do **not** add a Wild Die to this roll, but these rolls can [[Ace]].+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. Unarmed damage by default will just use your Strength die.
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 ==== Damage Effects ==== ==== Damage Effects ====
-Damage can result in three possible effects: Shaken, Wounds, and Incapacitation. 
- 
-=== Shaken === 
-Shaken characters are nicked, bruised, or otherwise rattled. They can only take free actions, such as moving (including running).  
- 
-At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a Spirit roll as a free action. 
- 
-**Failure**. The character remains shaken and can only perform free actions. 
- 
-**Success**. The character is no longer Shaken, they can act normally during their turn. 
- 
-**//At any time (even when it is not their turn) a player may spend a Benny to instantly remove their Shaken status//** 
- 
-=== Wounds === 
-Every raise on the damage roll inflicts a Wound. Extras are Incapacitated if they take a single Wound. 
- 
-[[Wild Cards]] can take three Wounds and still function, more if they have certain [[Edges:start]]. Damage beyond their Wound limit then Incapacitates them. 
- 
-Each Wound a character suffers causes a -1 penalty to their Pace (minimum of 1") and all Trait rolls, up to a maximum penalty of -3. 
- 
-=== Incapacitation === 
-Incapacitated characters may not perform actions but are dealt Action Cards for the remainder of the encounter in case they recover or must roll for other effects such as Bleeding Out. 
- 
-When Incapacitated by damage or injury, he must make an immediate Vigor roll: 
-  * **Critical Failure**: The character dies. 
-  * **Failure**: Roll on the [[Injury Table]]. The Injury is permanent and the character is Bleeding Out. 
-  * **Success**: Roll on the [[Injury Table]]. The injury goes away when all Wounds are healed. 
-  * **Raise**: Roll on the [[Injury Table]]. The Injury goes away in 24 hours, or when all Wounds are healed (whichever is sooner). 
- 
-You cannot take actions while Incapacitated. 
  
 +{{page>damage_effects&noheader}}