TEXT: wisdom
  Wastelands
  From
  The
  By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  Issue #43: Optional
  Combat Rules II
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Excessive Bleeding – Heat and
  Primitive Firearms Ammunition ............. 2
  Jumping On a Grenade – Optional
  Sleep, Stun, and Paralysis Rules .......... 3
  Pause – Snapshot .................................... 4
  Suppressing Fire – Watchful ................... 5
  Attacking While Grappling
  The basic rules provided in WftW issue #11 cover grappling
  while unarmed or using natural attacks. This expansion
  allows grappling combatants to attack with weapons. Because
  of the close quarters, an attacker can only use hand-held or
  smaller weapons (which can include firearms and energy
  pistols), and suffers a -4 penalty to hit. A successful attack
  inflicts normal damage, with all applicable modifiers. The
  proximity and violent movement make this a risky maneuver
  for the attacker, too. If the to-hit roll misses by 5 or more,
  the attacker hits herself, inflicting normal damage.
  Bracing
  By firmly pressing against a wall, tree, or some other large
  object, the character is able to reduce his recoil penalty (see
  below) by half, rounded down (e.g., -1 becomes 0, -3 becomes
  -1). The character may not move in his turn, but can benefit
  from cover (see WftW issue #11 for details).
  Charging
  By charging, an attacker gives up part of her defensive
  posture in order to gain an offensive bonus. The character
  must declare a charge before moving and be at least 15' away
  from her target. The attacker gets a +3 bonus to hit in melee
  combat, but suffers a 2-point AC penalty and loses any DEX
  bonus to AC. If she hits, the attack does an additional 50%
  damage (round up) and the defender must save versus stun
  or be knocked prone. It is possible to charge while firing a
  weapon, but any to-hit bonuses are more than offset by the
  attacker’s movement. The exact penalties are left up to the
  ML.
  Double Tap/Rapid Fire
  These optional firing rates cover the same principle:
  sacrificing accuracy for speed. By executing a double tap
  A
  s a weary Mutant Lord, nearing the end of a long gaming session and faced with a sudden, sticky conundrum, have
  you ever looked across your concealing screen of choice, at a table full of your eager/irate/meddlesome players (taut
   with the expected wisdom of your decision), and thought: “Man ... I wish there was a rule for this”? For many of
  these unexpected cases, now there is. Issue #11 of Wisdom from the Wastelands presented a wealth of optional new combat
  rules for a variety of interesting and often unpleasant situations. This issue picks up from where that one left off, introducing
  mechanics for things like charging, recoil, variable firing stances, cooking off ammunition, or grappling while waving sharp
  pointy objects. As a caution, many of these rules could be potential game breakers or could unduly upset a player on the
  receiving end; so, as with all optional rules, these should be employed with some care and consideration.
  
  2
  Wisdom from The Wastelands
  attack with a Normal-triggered weapon, or rapid fire with
  weapons having Automatic or Rapid Fire trigger types, the
  shooter gains an extra attack when using primitive or high-
  tech firearms. The firer must declare the attack before rolling
  to hit, and the weapon must have a magazine or energy source,
  or be belt-fed (i.e., it cannot be a single capacity weapon,
  like a muzzle-loaded rifle). Both shots or bursts are penalized:
  the first is –2 to hit, and the second is –4.
  Excessive Bleeding
  Because of the wounds they create, edged weapons can be
  deadly even if an initial strike does not kill its target. Any
  cutting attack that does its maximum damage (e.g., 8 points
  with a 1d8 weapon) causes a wound that bleeds profusely
  until it can be bandaged or otherwise cared for.
  Bleeding damage is based on the weapon’s damage dice;
  see the table below to determine the number of hit points
  lost every round. If a cutting weapon uses multiple damage
  dice, find the die type and add +1 point per die. For example,
  a creature with a claw attack doing 2d6 damage hits Turok
  for 12 points. Weapons with d6 damage dice cause 1d2 points
  of bleeding; because there are two dice in the damage pool,
  Turok loses 1d2+2 hit points per round until he gets treated.
  Certain beings are immune to this damage. These include
  artificial life (e.g., robots, androids, and synthetics) and
  creatures without functioning vascular systems (e.g., oozes
  or the walking dead).
  Bleeding Damage By Die Type
  Die Type
  HP Loss Per Round
  d4 or less
  1
  d6 or d8
  1d2
  d10
  1d3
  d12
  1d4
  d20
  1d6
  Multiple dice in the damage pool
  +1 per die
  Feint
  By making a false or distracting maneuver, an attacker can
  open up her opponent’s defenses. The character attempting
  to feint declares her intention and then rolls to hit, using
  either melee weapons or natural hand-to-hand attacks.
  If the attacker misses, the feint failed and she is left off-
  balance: she suffers a -2 to-hit penalty on any further attacks
  that round (if she has multiple attacks) and all attacks made
  during the next combat round. When the feint succeeds, the
  attacker does not land a blow; instead, she forces the defender
  to make an INT check (trying to roll his INT or below on a d20).
  Should the defender pass this check, he recognizes or
  ignores the feint, so there is no effect. If he fails, the defender
  was suckered by the feint and left himself vulnerable: he
  instantly loses any DEX bonus to AC and suffers a 2-point
  AC penalty. This penalty lasts until the end of the next round.
  For attackers with multiple melee or natural attacks, the
  first attack of their round must be the feint. All other attacks
  that round are considered normal (unless the feint fails).
  Firing Stances
  When a character attacks with any sort of firearm, her firing
  stance gives different to-hit and initiative modifiers. The
  various positions and the associated modifiers are outlined
  in the table below. The character should declare her stance
  before making her initiative roll, as several postures will alter
  the result. If a character has multiple actions per round, she
  can change her firing stance at a cost of one action per change.
  Several of the stances, such as shoulder shooting, do not
  account for the character possibly using some kind of sight.
  For more details, see aiming in WftW issue #11.
  Firing Stance Table
  Stance
  Effect
  Hip shot (pistols)
  -3 to hit, +2 to Initiative,
  +1 to recoil effects
  Hip shot (rifles)
  -2 to hit, +1 to Initiative,
  +1 to recoil effects
  Two-hand grip (pistol)
  +2 to hit, -1 to recoil effect
  Shoulder shooting (pistols)
  -1 to recoil effects
  Shoulder shooting (rifles)
  -2 to recoil effects
  Firing one handed (rifles)
  -3 to hit, -3 to recoil effects
  Heat and Primitive Firearms Ammunition
  Exposing black or smokeless powder to high heat is a bad
  idea: the ammunition tends to “cook-off,” either exploding
  or discharging projectiles in random directions. If a character
  carrying powder-based rounds suffers a fire or heat attack,
  she must save versus thermal (see WftW issue #1); failure
  means the ammo explodes.
  To find the blast’s damage and area of effect consult the
  Cook-Off Table below. These factors depend on the weapon
  size (see WftW issue #11) and the amount of ammunition
  present. For every 10 rounds (or part thereof) that the target
  carries, everyone inside the Damage Radius suffers the
  damage listed, but can save versus energy for half damage
  (round down). Carrying large amounts of ammo also
  increases this area of effect. The Cook-Off Table lists radii
  for up to 10 rounds of ammo, but for every 10 additional
  
  Issue #43: optional combat rules iI
  3
  rounds the target has, the range increases by 5' (to a maximum
  range of 50'). The increased blast range also applies to Ultra-
  Light and Light ammo.
  For example, Min gets hit with a hot energy ray while
  carrying 35 Medium Rifle rounds, and fails her thermal save.
  Although the damage listed is 1d10, the amount of ammo
  she has means the blast does 4d10 points of damage to
  everyone within the Damage Radius, which increases to 20'.
  Exploding ammunition is also hard on weapons. Any
  weapon that contains detonating ammo must save versus
  explosive (see WftW issue #1). Success means the weapon
  suffers 1d3 levels of condition damage; failure means the
  weapon loses 1d3 condition levels, +1 level for every
  additional 10 rounds of ammunition it holds.
  Cook-Off Table
  Pistol
  Rifle
  Damage
  Weapon Size
  Damage
  Damage
  Radius
  Ultra-Light
  1d4
  1d6
  Personal 
  Light
  1d6
  1d8
  Personal
  Medium
  1d8
  1d10
  5’
  Heavy
  1d10
  1d12
  10’
  Ultra-Heavy
  1d12
  2d8
  15’
  Jumping On a Grenade
  This deadly but effective action protects one’s companions
  from grenades and similar weapons. When a grenade is
  thrown into the middle of a group, a character who has not
  acted in the round may declare her intention to cover the
  explosive with her body.
  To do this, the character must make a DEX check (roll
  under her ability score on 1d20). If the roll succeeds, the
  character jumps on the grenade and takes three times the
  weapon’s normal damage when it explodes. Everyone else
  in the blast radius is then allowed a saving throw versus
  death. Those who make their save take no damage; those
  who fail take only half damage.
  Optional Sleep, Stun, and Paralysis Rules
  Many weapons, toxins, and mutations force victims to save
  versus the titular conditions, which could threaten or end a
  character’s life. The save rules in the core rules are an all-
  or-nothing mechanic: either you suffer the full force of the
  attack or you don’t. Anyone who has been through a CS
  chamber or been hit in the head can tell you it does not work
  like that; instead, the victim gradually regains full mental or
  physical control over a few moments. This optional rule
  allows a victim to shake off an attack’s effects, but suffer
  slight drawbacks as he recovers.
  The target of an attack must still make a save, and those
  who fail still suffer fully. However, those who pass their save
  experience a short-lived, lesser affliction. The severity and
  duration of this depend on the character’s save: those who
  passed by a great deal might suffer no ill effects or recover
  more quickly than those who just made it.
  The table below outlines the various levels of effect and
  their associated penalties. Each level lasts for 1d3 rounds,
  and then the victim drops to the next less severe level,
  continuing this way until the effect finally wears off
  completely. For example, Turok gets hit by a stunner and
  makes his saving throw exactly. Consulting the Stun line on
  the Effect Table, Turok experiences a -5 penalty to his
  Sleep, Stun, and Paralysis Effect Table
   
  Saving Throw Level of Success
  Effect
  Just Made
  Made by 1-2
  Made by 3-4
  Made by 5+
  Sleep
  Heavily fatigued*
  Moderately fatigued
  Lightly fatigued
  No negative effects
  Paralysis
  -5 to DEX
  -3 to DEX
  -1 to DEX
  No negative effects
  Stun
  -5 to WIL
  -3 to WIL
  -1 to WIL
  No negative effects
  *But victim does not have to save to avoid falling unconscious. See WftW issue #11 for Fatigue rules.
  
  4
  Wisdom from The Wastelands
  Willpower score. He rolls a 2 on 1d3, so this effect lasts 2
  rounds. After the third round, the penalty drops to -3 and
  Turok rolls 1 on 1d3, so this phase lasts only a single round.
  This continues until the character recovers completely.
  Pause
  By declaring a pause the character voluntarily gives up an
  early initiative to go later in the combat round. The character
  must declare this intention before the initiative roll is made,
  and she will automatically go last for that round and the
  following one.
  Quick Reload
  During a fight, running out of ammo at a crucial moment
  can cost a combatant dearly. This optional rule allows a
  character to reload his weapon and fire in the same round.
  The maneuver is risky and sacrifices some accuracy, but many
  shooters find this an acceptable trade-off.
  To quickly change out magazines or power sources, the
  character must save versus stun. If successful, the weapon is
  reloaded and can be fired immediately, but with a -2 to-hit penalty.
  However, should the save fail, something goes wrong:
  the shooter either drops the weapon, magazine, or power
  source, or he didn’t seat the fresh load properly. Regardless
  of the failure source, the shooter cannot use his weapon. The
  amount of time down depends on how badly the save was
  failed. If the character missed his roll by 1-3 points, it takes
  him a full round to pick up the dropped equipment; if he
  failed the save by 4 or more, it takes 1d3 rounds to properly
  seat the new magazine or power source.
  Rapid Reaction
  At the beginning of her round, a character engaged in ranged
  combat may declare that she is making a rapid reaction
  attack. For that round only, the character gets a +3 initiative
  bonus, but suffers a –3 to-hit penalty.
  Readying (Setting) Weapons
  By bracing the butt end of a spear or other polearm against a
  solid object (usually the ground), a defender can inflict double
  damage against a charging attacker. This maneuver requires
  the attacker to have missed, or the defender to have made
  his save against being knocked prone. There are no other
  bonuses.
  Recoil
  Primitive firearms from the 19th-21st centuries were
  notorious for their recoil. This kickback meant only stronger
  users could prevent their weapons from drifting off target —
  especially when the guns had high rates of fire. And, typically,
  the more powerful a round fired, the more recoil a weapon had.
  The table below lists to-hit penalties for attacking with
  these more primitive weapons. The modifiers are determined
  by cross-referencing the character’s firing rate and weapon
  caliber (see WftW issue #24 for more information).
  Exceptionally strong characters can use their STR damage
  modifier to offset or reduce their penalty. For example, Turok
  fires an Ultra-Heavy pistol on Single Shot, which gives a –2
  to-hit penalty. But, because he has a 16 STR (with a +2
  damage modifier) the penalty is reduced to 0.
  For characters with multiple attacks per round the to-
  hit penalty is added to the entire round — and it stacks with
  each shot. Continuing Turok’s example from above, although
  his high Strength fully compensates for the first shot’s recoil,
  any other shots this round suffer an additional, increasing -
  2 modifier (for the Single Shot fired from an Ultra-Heavy
  weapon). So his second shot is -2 to hit, while a third would
  be -4, and so on. Given the massive penalties, trying to rapidly
  fire multiple bursts from an Ultra-Heavy weapon quickly
  becomes an exercise in “spraying and praying.”
  Bracing and different firing stances can affect the recoil
  penalty (see above). If your game uses the rate of fire rules
  from WftW issue #11, the recoil penalty decreases the number
  of bullets hitting a target by reducing the to-hit roll.
  Snapshot
  This is similar to rapid reaction, but only applies to firearms
  or ranged attacks. The same bonuses apply.
  Recoil Table
  Weapon Caliber
  Single Shot
  Multiple Shots
  Automatic
  Rapid Fire
  Ultra-Light
  N/A
  N/A
  -1
  -2
  Light
  N/A
  N/A
  -2
  -3
  Medium
  N/A
  -1
  -3
  -4
  Heavy
  -1
  -2
  -4
  -6
  Ultra-Heavy
  -2
  -3
  -6
  -8
  
  Issue #43: optional combat rules iI
  5
  Suppressing Fire
  Also known as “covering fire,” this combat option involves
  hosing down an area with Automatic or Rapid-Fire weapons,
  convincing any bad guys to grab cover rather than fire back.
  The shooter declares his intention, chooses his target, and
  makes a normal to-hit roll, but uses twice the normal amount
  of ammunition. If the attack hits, calculate damage for only
  one shot, not two (despite the ammo expenditure). Whether
  the attack is successful or not, the barrage encourages targets
  to keep their heads down, imposing a -6 to-hit penalty if
  they try to return fire.
  Trip
  To trip an opponent the character must be within melee range
  and using a natural or melee weapon with reach, like a leg,
  tentacle, spear, or whip. After declaring her intention, the
  character makes a to-hit roll with a -4 penalty for targeting
  the legs. If successful, the attack does full damage and the
  target must save versus stun or be knocked prone, suffering
  all associated penalties.
  Using Firearms as Melee Weapons
  In the middle of a fight sometimes really bad things happen:
  a weapon jams, the energy cell runs dry, or Murphy taps you
  on the shoulder, and that nifty long-range firearm suddenly
  turns into a shiny melee-range club — just as the rampaging
  horde crests the rise. When this happens, the wielder may
  have no choice but to use the firearm in something other
  than in its intended role, and smite the mutants with it.
  This is possible, but the attacker suffers a -2 penalty to
  hit. Any damage inflicted is based on the weapon’s size (see
  the table below). Fortunately, STR bonuses apply as usual
  and can mitigate the penalties. Unfortunately, most of these
  weapons were not designed for this kind of abuse; if the
  wielder rolls a natural 1 on the to-hit roll, the weapon suffers
  1d3-1 levels of condition damage (no saving throw allowed).
  Improvised Melee Weapon Table
  Firearm Size
  Damage
  Hold Out pistol
  1d2
  Pistol
  1d4
  Carbine
  1d6
  Rifle 
  1d8
  Very large rifle/squad support weapon
  1d12
  Watchful/Overwatch
  Before rolling initiative a character can declare that he is
  being watchful, which allows him to hold his action until an
  another character performs a specific activity. This could
  include the enemy moving, moving into or out of cover,
  changing stances, entering melee combat, and so forth. When
  the condition is met the character may attack at that moment,
  going before the target. However, if the condition is not met
  the watchful character loses his action for the round.
  As an example, Turok is battling several mutants in a
  series of underground ruins. Even though he loses sight of
  them, Turok guesses they are probably going to rush him
  from around a corner. He takes a watchful stance, giving up
  his initiative, and waits until the enemy rounds the bend.
  The first mutant does appear and, before it can act, Turok
  swings away. If none of the bad guys present themselves,
  Turok just stands there for the round with his sword cocked.
  For those using firearms, there is a variant of watchful
  called overwatch. This allows a
  stationary, gun-wielding character to
  cover moving allies. The shooter
  must declare that he is on overwatch
  and take no other action, but can fire
  at an approaching target before it
  engages his buddies in melee
  combat. He does not incur the usual
  penalties for firing into melee and
  there is no chance he accidentally
  shoots his friends. If no enemy
  appears, the character on overwatch
  loses his action.
  Wisdom from the
  Wastelands is fully
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  Wisdom from The Wastelands
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  ublications
  ublications
  ublications
  “Castle Builder
  “Castle Builder
  “Castle Builder
  “Castle Builder
  “Castle Builder” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity Multi-Platform Game Supplement
   Multi-Platform Game Supplement
   Multi-Platform Game Supplement
   Multi-Platform Game Supplement
   Multi-Platform Game Supplement
  Bestsellers
  Bestsellers
  Bestsellers
  Bestsellers
  Bestsellers
  
SOURCE: textdata/thevault/Mutant Future/Wisdom From the Wastelands (MuFut)/Wisdom from the Wastelands #43 Optional Combat Rules II.pdf