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Mailing List Logs for ShadowRN

Message no. 1
From: "Leszek Karlik, aka Mike" <trrkt@*****.ONET.PL>
Subject: SCCS 3/3 (misc. other stuff)
Date: Tue, 2 Dec 1997 22:00:27 +0000
Combinations:
Any combination of 2 simple actions may be learned as a Complex Action
for 2 points. You should write it down on your character sheet.
Combinations have the advantage of being able to be executed when
you're attacked, unlike two simple maneuvers that can be executed only
during the phase in which you're eligible for combat. Alternatively,
you can learn a combination of 3 simple actions for 5 points. This
requires you have a relevant skill (used for all the included
maneuvers) of at least 6 and lots of time. (Now you know what can you
do while your mage buddy is cooking some orichalcum). Learning a
simple combo takes 20 days of dedicated work, while learning a complex
combo takes 60 days. You can shorten that by doing an Unarmed Combat
test against a TN equal to combined TNs for all combinations. Use the
lowest TNs, though. Learning specialty combinations of your own style
costs only 1 or 3 points, and takes 15 and 50 days, respectively.

Guns in melee:

Shoot (TN 5; modified by weapon size, smartgun, and recoil)
Damage: as gun
Options:
* Get inside / Restore reach [1 per point of Reach difference] -
negate/restore effective Reach
* Counterstrike [1]

Description: Guns are treated as Melee Weapons. Your opponent may use
a normal attack, but needs twice the normal successes for a
counterstrike (it's really difficult to stop-punch a bullet, so you
have to stop-punch the shooter instead). He may also try to defend, in
which case increase his TN by 1. You roll your Armed
Combat/Gun-fu/Specific Weapon (e.g. Ares Predator) skill. This is a
simple action when firing a single shot or a burst, and a complex
action when firing full auto. If the first shot hits, but fails to
knock the target back and/or incapacitate him, the second shot is a
close combat test, again.

Category Shoot TN Parry TN Melee TN Melee Damage
Pistols -1 +4 +2 (Str+1) L (Stun)
Heavy pistols and SMGs +0 +2 +1 (Str+2) M (Stun)
Rifles +2 +0 +0 (Str+3) M (Stun)
Sniper rifles, LMGs +4 +1 +1 (Str+2) M (Stun)
Assault cannon, Barret +6 +2 +2 (Str+3) S (Stun)

You can use the weapon as a club, rolling Armed Combat/Clubs/Specific
Weapon (i.e. AK-97) with the Melee TN modifier and using the melee
damage (Unless are using a bayonett on your rifle). This means usually
a butt-stroke, though other ways of attack are possible (like choking
somebody with your shotgun). Guns may be used for all Armed combat
maneuvers. Also. when you use your weapon to parry, you might get it
damaged. Especially if you try to parry a dikoted katana wielded by
that cybertroll...

---

Leszek Karlik, aka Mike - trrkt@*****.onet.pl; http://www.wlkp.top.pl/~bear/mike; FIAWOL
FL/GN Leszek/Raptor II/ISD Vanguard, (SS) (PC) (ISM) {IWATS-IIC} JH(Sith)/House Scholae
Palatinae
DON'T WALK ON THE GRASS - smoke it!

Further Reading

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