Home

OPERATION: SANDMAN
House Rules for Trauma and Combat


SANITY

Indefinite Insanity results from the loss of 20% of the victim’s SAN over ANY amount of time, not just in a brief period.

SPECIAL ATTACKS

An attacker may attempt a critical hit at any time, attacking at half skill. If the attack succeeds it inflicts an automatic special success (see below). If the attack fails it misses normally.

PERSONAL ATTACKS

Kick attacks inflict 1d4 damage, not 1d6. Stiff shoes or boots add +1 damage. Reinforced boots add +2 damage. Only the base 1d4 is increased with Martial Arts.

Martial Arts and Grappling: Martial Arts may be used in conjunction with the Grapple attack to replace characteristic-based resistance rolls such as STR vs. STR. The characteristic roll of the opponent is unaffected.

Martial Arts may also be used to parry a hand-to-hand weapon attack: the parry roll must be lower than the defender's personal attack skill and the martial art skill for the parry to succeed.

Martial Arts and Dodging: A character may dodge and attack in the same round if the dodge roll is below the character's martial arts skill.

Martial Arts Note: Only one option may be exercised in a given combat round: the martial artist can either use martial arts to grapple, or to inflict increased damage, or to parry, or to dodge.

PERSONAL AND HAND-TO-HAND ATTACKS

An attacker may choose to attack at normal skill level, inflicting normal damage, or to attack at double skill level for half normal damage. The damage reduction applies only to the normal weapon damage, not to the attacker's damage bonus or to impaling damage. This option is only available for hand-to-hand attacks, either unarmed or using a melee weapon.

FIREARMS

Unaimed shots can fire at double the normal rate of fire, but reduce effective range to 1/5 normal and nullify any point-blank bonus. There is no penalty to hit except the penalty for range. (For example, an attacker blazing away with a 9mm handgun (normally 20 meter base range, reduced to 4 meters for firing unaimed) at 10 meter range would fire six shots but at 1/4 skill. At 5 meters the attacker would fire at half skill. At 3 meters the attacker would fire at full skill, but would receive no point blank bonus.

Aimed Shots: A carefully aimed shot (aiming for one full round) uses the character's highest firearm skill regardless of the weapon being used, and adds +20% to the chance to hit, for ONE shot only. (For example, a character with 50% handgun skill and 30% rifle skill, firing a rifle, could aim for a full round and fire at the handgun skill level plus 20%.)

Snub-nosed revolvers increase concealability by one level, but have 1/2 effective range.

Telescopic sights reduce concealability by one level, but increase effective range by a factor of up to five (for the most expensive scopes). This range increase does not apply to fully automatic fire, shotguns, or to unaimed shots.

Laser sights reduce concealability by one level, but increase the attacker's chance to hit by +10%.

Silencers reduce concealability by one level and reduce effective range to 1/2 normal; they may only be used with automatic or semi-automatic weapons which normally inflict no more than 1d10 damage.

DODGE AND PARRY

Dodge:A character may dodge and make attacks in the same round, but all attacks made will be "unaimed," at 1/5 of their normal skill.

Personal Attack Parries: Without Martial Arts skill, personal attacks may only parry other personal attacks; the defender must Dodge or use a hand-to-hand weapon to parry. With Martial Arts skill, personal attacks may parry any hand-to-hand weapon attacks.

INJURY

Injured characters suffer a penalty of -3% to all skill rolls, resistance rolls, and characteristic-based rolls per HP lost.

Impaling attacks will inflict double normal damage AFTER armor: roll normal damage plus any bonuses, then if any damage penetrates any armor the victim might be wearing add another damage roll to it.

Other special success attacks (from cutting or bludgeoning weapons) will automatically have the effect of a knockout attack, but without reducing the final damage: compare the damage rolled against the victim's subsequent HP on the resistance table; if the damage overcomes the victim's HP, the victim is incapacitated.

Being reduced to zero HP does not necessarily indicate instant death; the results will depend on the circumstances and type of attack. Usually, however, such grave injuries will be deadly after a time, unless the victim receives extradordinary medical attention.

Injuries resulting from blunt trauma recover 1d3 HP automatically after five rounds as the initial shock of the impact wears off.



Home