Post by Trish on Oct 2, 2010 13:42:50 GMT -5
COMBAT
Combat is a series of contested rolls between individuals and NPCs.
As a reference, here again are the Benchmarks:
Shift0-------- 2
Feeble-------- 4
Poor---------- 6
Typical------- 8
Good--------- 10
Excellent---- 15
Remarkable--- 20
Fantastic---- 30
Incredible--- 40
Spectacular-- 50
Amazing------ 60
Pheneomenal-- 80
Monstrous--- 100
Tremendous-- 120
Unearthly--- 150
ShiftX------ 200
ShiftY------ 300
ShiftZ------ 500
Class 1000- 1000
Class 3000- 3000
Class 5000- 5000
Beyond--- 10,000
Essentially, any attack is a contested roll. If the attack is melee, the aggressor rolls Fighting to attack and the defender also rolls Fighting to avoid. If the attack is ranged, both will roll Agility.
As with all contested rolls, a Blue or a White does not need to be dodged. Green, Yellow, Red, and SUPER CRIT results threaten damage.
INITIATIVE
Initiative determines whose turn it is. At the beginning of a fight you roll 1dAgility (i.e., if your Agility is Remarkable(20) you roll !1d20) and the number you get is your Initiative for the scene. Highest initiative goes first.
DAMAGE
In unarmed combat, damage is a factor of the aggressor's Strength plus any modifer based on such things as weapons and martial arts skills. In ranged combat, it is generally determined only by the weapon, except in the case of thrown weapons. The damage is then further modified by the result of the roll.
GREEN: the blow lands for 50% damage. (rounded down)
Yellow: The blow lands for 100% damage.
Red: The blow deals 150% damage.
SUPER CRIT: Generally, a SUPER CRIT result gives the player some choices. They may choose to to deal 200% damage, or they may choose to deal 100% damage as though they had called their shot (Called Shots to be discussed below). Additionally, the GM may give other situational options.
The final number of damage is subtracted from the victim's total remaining Hit Points.
When a character reaches 0 hit points, it's time to start thinking about:
DEATH
At 0 hit points, you are not dead. You are unconcious and helpless, but fully able to recover. Upon losing all your hit points, you must roll Endurance.
Here are some good outcomes:
Green: You are stable for the round, but must roll again on your next turn.
Yellow: You are stable, and if unmolested you'll be fine. You'll wake up 1d60 minutes after the fight.
Red: As yellow, but you wake up 1d10 rounds after the fight.
SUPER CRIT: You're awake, and you go from 0 to 1d10 hit points. It would be reccomended for you to remove yourself from combat at this point.
Additonally, if another character devoted an entire turn to helping you, then you are stabilized as per a Red. They don't need to roll to help you.
Alas, there are other possible outcomes.
White: You entirely fail to stabilize. You get no more rolls, and on the next round (and each consecutive round) you lose 1 Endurance rank. When you hit Shift0, you die on the next turn.
Blue: On a Blue, you lose 2 ranks of Endurance immedeatly, and then begin to lose ranks on the next round as per a White result.
Additionally, if someone attacks your helpless body; well, you don't have any more hit points to lose, now do you? So, regardless of the damage, instead you lose 1 Endurance rank.
Now, to kill someone outright, a serious blow is required. A person will be killed outright if they are hit by a blow that does damage equal to their entire remaining hit points plus their Endurance value.
But hey, no one ever dies in comics, right?
HEALING
For people with no healing powers, healing is simple. A good night's sleep restores hit points equal to the numerical value of your Endurance. Endurance ranks are generally regained at 1 per day.
To note here, some defintuions: 'Fast Healing' as a power only allows a person to heal what a normal human could heal - albiet faster. 'Regeneration' allows the healing of wounds a normal human can't , such as lost limbs.
FURTHER DAMAGE MODIFICATIONS
Some things afffect how much damage you take beyond the outcome of the roll.
Damage: Damage is damage, it's what we're taking about here. It's the number you get after you've added up your Strength value and your weapon damage, and then modified it by the out come of your roll.
Example: Ken has Typical(8) Strength. He is holding a crowbar that deals Strength+4 damage. Therefore, his base damage from this weapon is 8+4=12. He makes a successful attack, but only on a Green. He deals 50% of 12, which is 6. Therefore, the damage subject to these further modifcations is 6.
Armor: Armor is generally expressed with a benchmark, but rarely with a number. The value of your Armor is subtracted from Damage dealt to you. If you are attacked multiple times, each attack is subject to your Armor individually; you don't have to compare it to the total damage dealth that turn.
Example: Ken is fighting a thug who has a padded short that grants him Shift0(2) Armor, making his Armor value 2. Kent has done 6 damage, so the thug's damage is 6-2=4.
Armor-Piercing: This reduces the amount of Armor your opponent is protected by on the individual attack of an Armor-Piercing weapon or effect. The Armor is reduced by the attack's Armor-Piercing value. Armor Piercing may also be expressed as a percentage. Note: Armor-Piercing only applies to the way a weapon is intended to be used. If it is used differently, for examle, the flat of a blade, the Armor-Piercing does not take effect.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks a power-suit that has Remarkable(20) Armor. Her Armor-Piercing cancels out 20 points of Armor, reducing the power suit's Armor to zero. The power suit takes 40 damage.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks an armored criminal with Good(10) Armor. Her Armor-Piercing cancels out 20 points of Armor,however the criminal only has 10, so it is still reduced to zero. Armor-Piercing itself is not a source of damage, so the 10 leftover points have no effect and the criminal takes 40 damage.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks a space robot that has Fantastic (30) armor. Her Armor-Piercing cancels out 20 points of Armor, reducing the robot's Armor to 10. The remaining Armor resists damage still, so the robot takes 30 damage.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks a supreme cosmic being with Amazing(60) Armor. Her Armor-Piercing cancels out 20 points of Armor, reducing the being's Armor to 40. This is still enough to absorb all the damage, so the being takes no damage.
Not Subject to Armor Piercing: This means that, for whatever reason, the Armor-Piercing effect does not reduce this Armor's value. This is usually reserved for characters whose damage-reduction ability is based around something other than toughness. The 'True Invulnerability' effect is also not subject to Armor-Piercing.
Ignores Armor: This trumps Armor entirely, as well as all other forms of damage resistance - up to and including True Invulnerability. This is rare and reserved for strange effects.
COMBAT MANEUVERS
Multiple attacks: Multiple attacks work like multiple actions.
Multiple defenses: Defending against multiple attacks is a little different. You roll your full defensive ability each time. At the same time, defensive rolls do not botch, marginal, crit, or SUPER CRIT; they merely provide a color nor number with which to respond to the attack.
Grappling: to Grapple somebody, make a contested Fighting roll. If you win, make a contested Strength roll. If you win that, the person is grappled. Starting the next round, the person my try to escape on their turn with a contested Strength roll. Once per round on your turn, you can roll Strength to do your Strength in damage to the grappled person. A Grappled person can take no action that involves their arms, and situationally other parts of them may be disabled. They may attack their captor at -3CS. Scoring a Red in an attack against their captor may cause the victim to be released.
Called Shots: A Called Shot allows you to attack something directly; something as small as a limb, or a carried or worn object.
First, you announce where you are aiming. It is not a called shot unless you call it first. Next, you roll at a penalty; the default penalty is -2CS, and this is cumulative with any othe penalties you have. An easy way to roll a called shot is to simply type what you are aiming for after your rolling command. For example, if Ken wants to throw a brick at Thug #2's right arm, he would type '!excellent throw brick at Thug2's left arm' and everyone would recognize the called shot.
If you are trying to accomplish something other than damaging the area with your called shot, then your success as based on your roll and damage may or may not be dealt.
If you are trying to damage the area, then the damage is dealt to that area. In these cases, the damage is generally not always from the victim's total hit points.
-An arm or leg has hit points equal to its owner's Endurance value. If this much damage is done to it, the limb is disabled. If it is disabled by bludgeoning or piercing damage, it is broken, and the damage is not subtracted from the vicitm's total hit points. Slashing damage generally will remove the limb, and the vicitim then rolls Endurance to resist the damage. The damage from this cannot be more than the limb had hit points, however. (Results: Blue or White, victim takes full damage. Green, victim takes half damage. Yellow, victim takes no damage. Red, victim takes no damage and while limb is disabled it may remain attatched.)
-The head/neck is -3CS to attack. It has hit points equal to its owner's Endurance value. Bludgeoning damage to it is dealt to the victim's Hit Points as well, but if a single bludgeoning strike deals the head's full hit points, the victim is rendered unconcious. This cannot deal more damage than the head has hit points. Slashing damage to the head equal to its total HP drops the victim to 0 HP or kills them outright.
-Energy damage's effect is deterimed on a situational basis.
Power Attack: A power attack can be an attack with extra strength behind it, ot it can be a called shot to a vital organ. Regardless, it is rolled at -2. It increases your damage by 50 percentile points, so a Green does 100%, a Yellow 150%, a Red 200%, and a SUPER CRIT may do 250% or 150% to a target area.
-A Power Attack called as a Called Shot to a limb would be rolled at -4.
-A two-armed creature losing an arm gives -2 to Fighting. Losing a leg reduces Agility to Feeble for any movement-based actions.
Area-Of-Effect: This affects everyone, indiscriminately, in a certain area. A single roll is made and everyone must roll Agility to avoid.
Shields: A carried shield can be used either to Block or Deflect. A shield will have a rating for both; example a shield has +10 Protection and +1CS Deflection. When the shield-bearer is threatened by a series of attacks, they choose to block or deflect. With the shield example, they can choose to Block and get +10 Armor vs all damage, or they can choose to Deflect and gain +1cs to defend. Crits can bypass shield to deal Yellow damage.
RANGED ATTACKS
Guns: No Power Attack, roll Agility to attack, gun deals its damage rating in damage.
Sniping: Spending a full round aiming gives you +2 to a ranged attack on the next round. Multiple rounds stack if the weapon is capable. The target must remain in range and in sight, and the shooter must remain largely unmolested.
RAPID FIRE
Full-Auto/Continuous: A Full-Auto or Continuous weapon has a Rating(X) of its ability to fire multiple rounds. It cannot fire more than X times using this ability in one turn. Once X rounds have been fired, the weapon cannot be fired again till the next turn.
-Aiming at a single target: Roll once for a normal ranged attack. Announce how many rounds you are firing. A successful attack hits the target 1dX times, each hit applied to defensive mechanics individually. No Called Shot.
-Sweep: Roll once at -1CS. Target X different targets. Each target must roll against the attack roll and whoever fails is hit by one round. The same target may not be hit twice in one Sweep, however, they can be targeted again in another Sweep that turn. No Called Shot.
-Concentrated Fire: Against an armored opponent, the user can Concentrate their fire on one spot to try to bypass it. This functions as an attack against a single target, however it is rolled at -3CS for a Full-Auto weapon or -1CS for a Continuous weapon. The damage stacks BEFORE defenses. Any Armor-Piercing ability the weapon has applies to this attack ONCE. Concentrated fire CAN NOT bybass a Shield on a Crit.
EXAMPLE: Ken has a machine gun that deals 10 Damage and has Good(10) Full-Auto. His gun can fire 10 rounds per turn.
-Ken vs Bob: Ken wishes to fire only at Bob. He announces he will fire 10 rounds at Bob. He rolls, beats Bob's dodge roll. He rolls 1d10, gets 5. 5 bullets hit Bob, threatening 10 damage each. However, has Typical(8) Armor, so each bulolet deals a net of 2 damage, and Bob's total damage is 10. Ken can fire no more.
-Ken vs Bob's Family: Out for revenge, Bob's family comes after Ken. There are 5 of them, so Ken decides to Sweep. He rolls at -1cs to Sweep, targeting each member once, and each member of Bob's family rolls to dodge. Two of them beat his roll, three do not. Those three take 10 damage. Ken realizes that this is not working, on his next turn he Sweeps twice. He rolls at -2cs, to account for the multiple action, and targets each member. This spends 5 rounds, and leaves him with 5 more, so he Sweeps again at an addtional -2CS (-1 for the Sweep, -1 for the addtional action). Each member of the family is threatened twice, and must doge twice. Ken can fire no more.
-Ken vs Zombie Bob's Family Reunion: Bob and his family are back from the dead! Bob is the biggest threat, but a zombie bite is a zombie bite. He starts off with Bob, rolling at -1CS (accounting for multiple actions) and indicating 5 rounds. Bob fails to dodge, and takes 1d5 bullets. Then, Ken Sweeps at the rest of the family, rolling at an additonal -2CS (-1 for the multiple action, -1 for the sweep), and targets each member of the family with his remaining 5 rounds. They all fail, and each takes 10 damage. Ken can fire no more.
-Ken vs Bob-Ra the Ever-Living: Bob and his family merge into one super being of undeath! This monster has Fantastic(30) Natural Armor, meaning that even on a Super Crit Ken's gun is useless. Ken takes careful aim, holding his gun steady to Concentrate his fire on one spot. He assigns all 10 rounds he can fire, rolls at -3CS, Bob-Ra fails to dodge. Ken rolls 1d5, gets 5, and this stacks for one threat of 50 damage! Bob-Ra's armor stops 30 points of this, and he takes a net of 20.
Full-Auto vs Continuous: Full-Auto weapons are those like machine guns, which quickly fire one round after another. Continuins weapons do not have 'rounds', but fire a continuous stream of dangerous material. This stream is divided up into units of damage for the pourpose of game rules, but functionally it never stops. A Machine Gun is Full-Auto, whereas a Flamethrower is Continuous.
-Three-Round Burst: Some guns can do this on their own, any Full-Auto weapon can do this. Spend 1 action, roll three times at -1 each (not stacking), target one opponent. The target dodges once against all three attacks and is hit by any it does not beat.
Combat is a series of contested rolls between individuals and NPCs.
As a reference, here again are the Benchmarks:
Shift0-------- 2
Feeble-------- 4
Poor---------- 6
Typical------- 8
Good--------- 10
Excellent---- 15
Remarkable--- 20
Fantastic---- 30
Incredible--- 40
Spectacular-- 50
Amazing------ 60
Pheneomenal-- 80
Monstrous--- 100
Tremendous-- 120
Unearthly--- 150
ShiftX------ 200
ShiftY------ 300
ShiftZ------ 500
Class 1000- 1000
Class 3000- 3000
Class 5000- 5000
Beyond--- 10,000
Essentially, any attack is a contested roll. If the attack is melee, the aggressor rolls Fighting to attack and the defender also rolls Fighting to avoid. If the attack is ranged, both will roll Agility.
As with all contested rolls, a Blue or a White does not need to be dodged. Green, Yellow, Red, and SUPER CRIT results threaten damage.
INITIATIVE
Initiative determines whose turn it is. At the beginning of a fight you roll 1dAgility (i.e., if your Agility is Remarkable(20) you roll !1d20) and the number you get is your Initiative for the scene. Highest initiative goes first.
DAMAGE
In unarmed combat, damage is a factor of the aggressor's Strength plus any modifer based on such things as weapons and martial arts skills. In ranged combat, it is generally determined only by the weapon, except in the case of thrown weapons. The damage is then further modified by the result of the roll.
GREEN: the blow lands for 50% damage. (rounded down)
Yellow: The blow lands for 100% damage.
Red: The blow deals 150% damage.
SUPER CRIT: Generally, a SUPER CRIT result gives the player some choices. They may choose to to deal 200% damage, or they may choose to deal 100% damage as though they had called their shot (Called Shots to be discussed below). Additionally, the GM may give other situational options.
The final number of damage is subtracted from the victim's total remaining Hit Points.
When a character reaches 0 hit points, it's time to start thinking about:
DEATH
At 0 hit points, you are not dead. You are unconcious and helpless, but fully able to recover. Upon losing all your hit points, you must roll Endurance.
Here are some good outcomes:
Green: You are stable for the round, but must roll again on your next turn.
Yellow: You are stable, and if unmolested you'll be fine. You'll wake up 1d60 minutes after the fight.
Red: As yellow, but you wake up 1d10 rounds after the fight.
SUPER CRIT: You're awake, and you go from 0 to 1d10 hit points. It would be reccomended for you to remove yourself from combat at this point.
Additonally, if another character devoted an entire turn to helping you, then you are stabilized as per a Red. They don't need to roll to help you.
Alas, there are other possible outcomes.
White: You entirely fail to stabilize. You get no more rolls, and on the next round (and each consecutive round) you lose 1 Endurance rank. When you hit Shift0, you die on the next turn.
Blue: On a Blue, you lose 2 ranks of Endurance immedeatly, and then begin to lose ranks on the next round as per a White result.
Additionally, if someone attacks your helpless body; well, you don't have any more hit points to lose, now do you? So, regardless of the damage, instead you lose 1 Endurance rank.
Now, to kill someone outright, a serious blow is required. A person will be killed outright if they are hit by a blow that does damage equal to their entire remaining hit points plus their Endurance value.
But hey, no one ever dies in comics, right?
HEALING
For people with no healing powers, healing is simple. A good night's sleep restores hit points equal to the numerical value of your Endurance. Endurance ranks are generally regained at 1 per day.
To note here, some defintuions: 'Fast Healing' as a power only allows a person to heal what a normal human could heal - albiet faster. 'Regeneration' allows the healing of wounds a normal human can't , such as lost limbs.
FURTHER DAMAGE MODIFICATIONS
Some things afffect how much damage you take beyond the outcome of the roll.
Damage: Damage is damage, it's what we're taking about here. It's the number you get after you've added up your Strength value and your weapon damage, and then modified it by the out come of your roll.
Example: Ken has Typical(8) Strength. He is holding a crowbar that deals Strength+4 damage. Therefore, his base damage from this weapon is 8+4=12. He makes a successful attack, but only on a Green. He deals 50% of 12, which is 6. Therefore, the damage subject to these further modifcations is 6.
Armor: Armor is generally expressed with a benchmark, but rarely with a number. The value of your Armor is subtracted from Damage dealt to you. If you are attacked multiple times, each attack is subject to your Armor individually; you don't have to compare it to the total damage dealth that turn.
Example: Ken is fighting a thug who has a padded short that grants him Shift0(2) Armor, making his Armor value 2. Kent has done 6 damage, so the thug's damage is 6-2=4.
Armor-Piercing: This reduces the amount of Armor your opponent is protected by on the individual attack of an Armor-Piercing weapon or effect. The Armor is reduced by the attack's Armor-Piercing value. Armor Piercing may also be expressed as a percentage. Note: Armor-Piercing only applies to the way a weapon is intended to be used. If it is used differently, for examle, the flat of a blade, the Armor-Piercing does not take effect.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks a power-suit that has Remarkable(20) Armor. Her Armor-Piercing cancels out 20 points of Armor, reducing the power suit's Armor to zero. The power suit takes 40 damage.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks an armored criminal with Good(10) Armor. Her Armor-Piercing cancels out 20 points of Armor,however the criminal only has 10, so it is still reduced to zero. Armor-Piercing itself is not a source of damage, so the 10 leftover points have no effect and the criminal takes 40 damage.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks a space robot that has Fantastic (30) armor. Her Armor-Piercing cancels out 20 points of Armor, reducing the robot's Armor to 10. The remaining Armor resists damage still, so the robot takes 30 damage.
Example: Quinn's sword does 40 damage, with Remarkable(20) Armor Piercing. She attacks a supreme cosmic being with Amazing(60) Armor. Her Armor-Piercing cancels out 20 points of Armor, reducing the being's Armor to 40. This is still enough to absorb all the damage, so the being takes no damage.
Not Subject to Armor Piercing: This means that, for whatever reason, the Armor-Piercing effect does not reduce this Armor's value. This is usually reserved for characters whose damage-reduction ability is based around something other than toughness. The 'True Invulnerability' effect is also not subject to Armor-Piercing.
Ignores Armor: This trumps Armor entirely, as well as all other forms of damage resistance - up to and including True Invulnerability. This is rare and reserved for strange effects.
COMBAT MANEUVERS
Multiple attacks: Multiple attacks work like multiple actions.
Multiple defenses: Defending against multiple attacks is a little different. You roll your full defensive ability each time. At the same time, defensive rolls do not botch, marginal, crit, or SUPER CRIT; they merely provide a color nor number with which to respond to the attack.
Grappling: to Grapple somebody, make a contested Fighting roll. If you win, make a contested Strength roll. If you win that, the person is grappled. Starting the next round, the person my try to escape on their turn with a contested Strength roll. Once per round on your turn, you can roll Strength to do your Strength in damage to the grappled person. A Grappled person can take no action that involves their arms, and situationally other parts of them may be disabled. They may attack their captor at -3CS. Scoring a Red in an attack against their captor may cause the victim to be released.
Called Shots: A Called Shot allows you to attack something directly; something as small as a limb, or a carried or worn object.
First, you announce where you are aiming. It is not a called shot unless you call it first. Next, you roll at a penalty; the default penalty is -2CS, and this is cumulative with any othe penalties you have. An easy way to roll a called shot is to simply type what you are aiming for after your rolling command. For example, if Ken wants to throw a brick at Thug #2's right arm, he would type '!excellent throw brick at Thug2's left arm' and everyone would recognize the called shot.
If you are trying to accomplish something other than damaging the area with your called shot, then your success as based on your roll and damage may or may not be dealt.
If you are trying to damage the area, then the damage is dealt to that area. In these cases, the damage is generally not always from the victim's total hit points.
-An arm or leg has hit points equal to its owner's Endurance value. If this much damage is done to it, the limb is disabled. If it is disabled by bludgeoning or piercing damage, it is broken, and the damage is not subtracted from the vicitm's total hit points. Slashing damage generally will remove the limb, and the vicitim then rolls Endurance to resist the damage. The damage from this cannot be more than the limb had hit points, however. (Results: Blue or White, victim takes full damage. Green, victim takes half damage. Yellow, victim takes no damage. Red, victim takes no damage and while limb is disabled it may remain attatched.)
-The head/neck is -3CS to attack. It has hit points equal to its owner's Endurance value. Bludgeoning damage to it is dealt to the victim's Hit Points as well, but if a single bludgeoning strike deals the head's full hit points, the victim is rendered unconcious. This cannot deal more damage than the head has hit points. Slashing damage to the head equal to its total HP drops the victim to 0 HP or kills them outright.
-Energy damage's effect is deterimed on a situational basis.
Power Attack: A power attack can be an attack with extra strength behind it, ot it can be a called shot to a vital organ. Regardless, it is rolled at -2. It increases your damage by 50 percentile points, so a Green does 100%, a Yellow 150%, a Red 200%, and a SUPER CRIT may do 250% or 150% to a target area.
-A Power Attack called as a Called Shot to a limb would be rolled at -4.
-A two-armed creature losing an arm gives -2 to Fighting. Losing a leg reduces Agility to Feeble for any movement-based actions.
Area-Of-Effect: This affects everyone, indiscriminately, in a certain area. A single roll is made and everyone must roll Agility to avoid.
Shields: A carried shield can be used either to Block or Deflect. A shield will have a rating for both; example a shield has +10 Protection and +1CS Deflection. When the shield-bearer is threatened by a series of attacks, they choose to block or deflect. With the shield example, they can choose to Block and get +10 Armor vs all damage, or they can choose to Deflect and gain +1cs to defend. Crits can bypass shield to deal Yellow damage.
RANGED ATTACKS
Guns: No Power Attack, roll Agility to attack, gun deals its damage rating in damage.
Sniping: Spending a full round aiming gives you +2 to a ranged attack on the next round. Multiple rounds stack if the weapon is capable. The target must remain in range and in sight, and the shooter must remain largely unmolested.
RAPID FIRE
Full-Auto/Continuous: A Full-Auto or Continuous weapon has a Rating(X) of its ability to fire multiple rounds. It cannot fire more than X times using this ability in one turn. Once X rounds have been fired, the weapon cannot be fired again till the next turn.
-Aiming at a single target: Roll once for a normal ranged attack. Announce how many rounds you are firing. A successful attack hits the target 1dX times, each hit applied to defensive mechanics individually. No Called Shot.
-Sweep: Roll once at -1CS. Target X different targets. Each target must roll against the attack roll and whoever fails is hit by one round. The same target may not be hit twice in one Sweep, however, they can be targeted again in another Sweep that turn. No Called Shot.
-Concentrated Fire: Against an armored opponent, the user can Concentrate their fire on one spot to try to bypass it. This functions as an attack against a single target, however it is rolled at -3CS for a Full-Auto weapon or -1CS for a Continuous weapon. The damage stacks BEFORE defenses. Any Armor-Piercing ability the weapon has applies to this attack ONCE. Concentrated fire CAN NOT bybass a Shield on a Crit.
EXAMPLE: Ken has a machine gun that deals 10 Damage and has Good(10) Full-Auto. His gun can fire 10 rounds per turn.
-Ken vs Bob: Ken wishes to fire only at Bob. He announces he will fire 10 rounds at Bob. He rolls, beats Bob's dodge roll. He rolls 1d10, gets 5. 5 bullets hit Bob, threatening 10 damage each. However, has Typical(8) Armor, so each bulolet deals a net of 2 damage, and Bob's total damage is 10. Ken can fire no more.
-Ken vs Bob's Family: Out for revenge, Bob's family comes after Ken. There are 5 of them, so Ken decides to Sweep. He rolls at -1cs to Sweep, targeting each member once, and each member of Bob's family rolls to dodge. Two of them beat his roll, three do not. Those three take 10 damage. Ken realizes that this is not working, on his next turn he Sweeps twice. He rolls at -2cs, to account for the multiple action, and targets each member. This spends 5 rounds, and leaves him with 5 more, so he Sweeps again at an addtional -2CS (-1 for the Sweep, -1 for the addtional action). Each member of the family is threatened twice, and must doge twice. Ken can fire no more.
-Ken vs Zombie Bob's Family Reunion: Bob and his family are back from the dead! Bob is the biggest threat, but a zombie bite is a zombie bite. He starts off with Bob, rolling at -1CS (accounting for multiple actions) and indicating 5 rounds. Bob fails to dodge, and takes 1d5 bullets. Then, Ken Sweeps at the rest of the family, rolling at an additonal -2CS (-1 for the multiple action, -1 for the sweep), and targets each member of the family with his remaining 5 rounds. They all fail, and each takes 10 damage. Ken can fire no more.
-Ken vs Bob-Ra the Ever-Living: Bob and his family merge into one super being of undeath! This monster has Fantastic(30) Natural Armor, meaning that even on a Super Crit Ken's gun is useless. Ken takes careful aim, holding his gun steady to Concentrate his fire on one spot. He assigns all 10 rounds he can fire, rolls at -3CS, Bob-Ra fails to dodge. Ken rolls 1d5, gets 5, and this stacks for one threat of 50 damage! Bob-Ra's armor stops 30 points of this, and he takes a net of 20.
Full-Auto vs Continuous: Full-Auto weapons are those like machine guns, which quickly fire one round after another. Continuins weapons do not have 'rounds', but fire a continuous stream of dangerous material. This stream is divided up into units of damage for the pourpose of game rules, but functionally it never stops. A Machine Gun is Full-Auto, whereas a Flamethrower is Continuous.
-Three-Round Burst: Some guns can do this on their own, any Full-Auto weapon can do this. Spend 1 action, roll three times at -1 each (not stacking), target one opponent. The target dodges once against all three attacks and is hit by any it does not beat.