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Flatfeet & Bootleggers d10 (Combat v0.1)

This contains combat-only related information. This system uses for the most part 10-sided die. It's major thematic inspiration was from an ancient TSR game called Gang Busters, and a more recent game Deadlands. It does include elements of the character design system from Ars Magica, and elements from the combat system of CyberPunk?. Have fun with it.

Primary Stats

The following stats ranging from 1 to 10 (rolled or points chosen method) are important in combat situations:

Secondary Stats

The following secondary stats are calculated and are important in combat situations:

endurance wound_modifier
10 - 4
8,9 - 3
5,6,7 - 2
3,4 - 1
1,2 0

strength damage_modifier
10 + 2
8,9 + 1
5,6,7 0
3,4 - 1
1,2 - 2

Skills

The following skills are important in combat situations. Skills range from 1 to 10.

Armor

Hit Location Table
1 - 2 left leg
3 - 4 right leg
5 left arm
6 right arm
7 - 9 torso
10 head

Each location may have armor. Armor absorbs damage. Damage over the armor rating of the area, are inflicted on that area after the wounds modifier is considered. The wounds modifier can mitigate damage down to 1 wound.

Armor table
type area absorbs encumbrance (melee penalty)
steel helmet head 14 0
clothing, hvy leather arms, torso, legs 4 - 1
gunners vest torso 25 - 3

Cover

type absorbs
plaster wall 5
wood door 5
heavy wood door 15
steel door 20
car door 10
brick or stone wall 30
phone pole or tree 25
armored car 30

Weapons

type shots rof damage range
Colt .45 Peacekeeper 6 1 1d10 + 3 50 yds
Thompson M1928 50 20 1d10 + 3 150 yds
.10 gauge double-barreled shotgun 2 1 range variable 3d10/1d10/1d5 close/med/long 50 yds

Combat

Each combat round is 5 seconds of time. Each combat turn is 3 combat rounds (or 15 seconds).

Hit table (base target number)
range target number definition
point blank 15 close contact or in melee
close 20 1/4 weapon range
medium 25 1/2 weapon range
long 30 full range
extreme 35 2 time listed range

Chance to hit = Agility stat + Weapon skill + 2d10 + situational mods

Fumbles = double 1's Cirticals = any other doubles, roll 2d10 again and add.

Automatics

Situational modifiers (for attacker's roll)

Actions

Round

Turn

Initiative

Roll reflexes + 2d10 : highest rolls go first

Calling snap action before rolling : + 3 to initiative, but - 4 to actions in round

Melee

Brawling - knife fighting

Attacker's agility + skill + 2d10 vs. defenders agility + skill + 2d10

Examples of game play

Consider the following characters:

Al "Fish" Giambino - hitman for the Capone family

  • Strength : 7
  • Endurance : 6
  • Reflexes : 8
  • Agility : 4
  • Speed : 5
  • Wounds : 0
  • Save vs. shock : 6
  • Save vs. death : 6
  • Wound modifier : - 2
  • Damage modifier : 0
  • Weapon : shotgun
  • Armor : wearing gunners vest, heavy leather pants
  • Skills
    • Shotgun : 5
    • Brawling : 5

Patrick "Paddy" O'Mally - bagman for the Kennedy family

  • Strength : 8
  • Endurance : 7
  • Reflexes : 5
  • Agility : 9
  • Speed : 8
  • Wounds : 0
  • Save vs. shock : 8
  • Save vs. death : 8
  • Wound modifier : - 2
  • Damage modifier : + 1
  • Weapon : revolver and knife
  • Armor : wearing heavy leather jacket
  • Skills
    • Handgun : 3
    • Knife : 7

Due to a family turf war the Fish has been contracted to terminate Paddy. After many miscues in discovering Paddy's daily and ever changing routes, one dark night the Fish gets the drop on Paddy in an ambush (described elsewhere). Fish drops in behind Paddy in an a narrow alley 10 yards away.

Initiative is rolled at the start of combat round 1.

Fish rolls a 7 and 5 (12), added to reflexes of 8... total is 20 Paddy rolls an 10 and 9 (19), added to reflexes of 5...total is 24

Since this is an ambush and Paddy is unaware of Fish, Paddy will spend his turn in the round blissfully continuing down the alley. Fish will attack 2nd in the round and chooses to fire his shotgun.

That's close range (less than 1/4 the weapon range) so the target number to hit is 20 or greater. Fish's shotgun skill is + 5, his agility is + 4, he gets + 6 for ambush, target is moving normally - 3, and it's dark - 3...total mods are + 9

Fish rolls 7 and 8 (15) adds his 9 modifiers with the final result of 24. So he blasts Paddy square in the back. The damage for a shotgun at close range is 3d10. Fish rolls a total of 13. Fish then rolls a hit location of 6 or right arm. Paddy's leather jacket reduces the damage by 1 wound, and Paddy's wound modifier reduces the damage another 2, so he takes (13 - 3) or 10 hits to his right arm. 8 hits to any one area destroys that area, so Paddy's right arm is now crippled.

Paddy now needs to make a shock roll. His target number is his save vs. shock which is 8. He needs to roll less than that. He will also modify his roll by the number of wounds he has divided by 5 which is 10 / 5, rounded down is - 2. He rolls a 10 and adds 2...a 12 and misses his shock roll. He can do nothing next round.

No need to roll iniative for round 2.

Fish feeling cocky walks to with point blank range (target to hit 15) and calls for a head shot (- 8). It's still dark so the - 3 modifier is in place, but Paddy is no longer moving. Fish adds in his shotgun skill (5) and agility (4) making the total mods for his attack at - 2.

Fish rolls a 10 (8 after modifications) and misses. Dumbass.

Paddy tries to recover from shock again. He needs to make the same roll as he made before. He rolls a 6 and adds 2 giving him an 8. He has recovered.

Round 3 begins.


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Last edited March 15, 2005 3:02 pm by JonLambert (diff)
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