This site is under construction and reformatting. It should not be considered canon until it is reviewed.
Many of the combat options and support skills are laid out in Appendix G, Combat Options and Support Skills.
Weapon information can be found in Appendix D, Modern Firearms and in Appendix F, Weapons Lists.
A couched weapon is a half-complete attack-you are holding it in a coiled spring-ready position. Say an action takes X counts to do. For X/2 counts I consider the attack to be winding up or couching to an attack position; for X/2 thereafter the attack is in motion towards the target. At count X the impact and damage occurs. It then takes X/2 to return to a ready position, or X to return to a couched position. From a held couched position it would take 3*X/4 to strike! It shaves a quarter WSD off your attack.
The first half of the attack isn't just focus and aiming- just mostly. This is a useful breakdown for two reasons:
Breaking off an attack is easier in the focus and aim stage- once an attack is committed it is much harder to break off.(no minuses to INIT for breakoff, otherwise as if you missed your attack)
There are combat perception pluses for the opponent to notice;-) an attack once it becomes committed(+30).
Recovery is half the speed of the attack or half the WSD whichever is slower. We are not going to run it out in the BASIC and ADVANCED levels. Why? Game mechanics - if we roll init for recoveries we will be there all day. In the DESIGN level of play, recovery would be an instant attack that starts immediately on the last count of an attack.
Any action with a tool that FINISHES a new action while still recovering from its last action will take a -50.
Attacks against people closing with you at faster than 2 ft/ct can be made at 1/2 WSD (round up).
For every 5 ft/ct above 5 ft/ct one is moving relative to the target one does an extra.5*DAM.
See Missile Weapons on page F-96 for more information on missile weapons. Remember that missile weapon strike chances assume that one's DEF is deactivated and one is not moving. To fire with DEF activated take -30 with all missile weapons on top of the movement mods if any.
Characters in combat must set their mode- Defensive, Offensive, Static, or Locked. Defensive and Offensive both try to maintain a minimum distance between the combatants- that the player sets... usually weapon length + 2 in feet.
In the Defensive mode the character will always retreat when pressed closer than the set distance. If the character's opponent moves away the character will hold his(her) position. When forced to retreat the character rolls a 2d6/2(pre-set initiative)- his SPD/2, and then begins moving backwards when he reacts at up to 1 ft/ct. The character may use speed points from RANK in Combat Maneuver to the INIT roll.
In the Offensive mode the character will always advance if the character's opponent leaves the set distance, otherwise the character will hold his(her) ground. If the character's opponent advances the character will continue to hold her(his) position. When made to advance the character rolls a 2d6/2 - SPD/2, and then begins moving forward at up to 1 ft/ct. The character may use speed points from RANK in Combat Maneuver to the INIT roll.
In Static mode you will attempt to maintain melee distance between you as constant. This is the default BT mode. Initiative and movement is resolved as above.
In Locked mode you will hold your ground or perform your movements entirely independent of your opponents movement ("I will get to the airlock!", or "I will stand in the gate and hold it until relief comes or I drop!")
All this movement is background action. You use the initiative rolls, but you can actively be doing something else- like, fighting say!
Reminder: These are only defaults. The character may move to press into or retreat from an opponent.(Though moving towards your opponent automatically sets you to Offensive, and moving away sets you to Defensive- despite intentions to the contrary.) Presses and Retreats are done by rolling under the Combat Maneuver skill (PCF if no skill exists) and comparing the success numbers- for every 20 greater one character has over the other he gains one stage of Press or Retreat (as the case may be). Total movement of the fighters is gained by comparing both their movements.
Here are the levels of press and retreat. For units- each stage is 1 foot for weapons of 6 feet or less. It is 1-1/2 feet for +6 foot weapon. All units are given in From Optimal Distance. Optimal distance is weapon length plus 2 feet. The stages marked "over" are the distances UNDER your weapon length... Weapon Speed Modifiers are for offensive actions- weapons never get faster than half WSD due to this effect.
Stage 1 Out Out of Range; no dam; no chance; disengaged
Stage 3 Retreat -3 FOD -30 to offensive acts/-3 dam +3 WSD
Stage 2 Retreat -2 FOD -20 to offensive acts/-2 dam +2 WSD
Stage 1 Retreat -1 FOD -10 to offensive acts/-1 dam +1 WSD
Optimal Distance -Weapon length +2 feet +0/+0
Stage 1 Press +1 FOD +10 to offensive acts/+1 dam -1 WSD
Stage 2 Press +2 FOD +20 to offensive acts/+2 dam -2 WSD
Stage 3 Press +3 FOD +30 to offensive acts/+3 dam -3 WSD
Stage 1 Over 1/2 length and over; 1/2 chance; 1/2 dam; full WSD
Stage 2 Over 1/4 length and over; 1/4 chance; 1/4 dam; 1.5*WSD
Stage 3 Over less than 1/4 - no dam; no chance; no WSD (locked)
Stage 3 press is the closest one can fight at effectively. Then the melee enters over press-1/2 weapon length or weapon length-1, which causes 1/2 strike chance and 1/2 damage. If it enters 1/4 weapon length to 1/2 weapon length then 1/4 strike chance and 1/4 damage. Any ranges lower than that can produce no damage. If figures come into the over-press range they may lock weapons. Skill roll to unlock weapons. Must move out of Stage 3 Over though! Reminder: The two opponents, unless they are alike will probably be at DIFFERENT stages!
Let people make a Retreat(PCF) roll. If they fail normally (non-skilled people- 50% of the time; total non-fighters 20% of the time) they go back half their move. This effectively puts most people out of combat range. This would also simplify the matter. Successful retreat puts people out of combat- press or forward movement required to re-engage. Norm failed retreat puts people in stage two retreat(-20%, -2) press, or forward movement required to re-engage. This would be simpler than counting feet!
It is exceedingly difficult to target an opponent that is moving.
Therefore these are the mods:
If you are moving at all: -40% to-hit
(Possible support skill: Shoot-While-Move. Adds 3% per rank to your shot.)
If your target is moving at all: -40% to-hit
(Possible support skill: Targeting Perception. If you make an ACTIVE targeting perception- i.e. follow the target, lead the target- that is successful you cut all the target based movement mods in half- including the velocity differential.)
For every foot per count your velocities are different: -10% to-hit.
(NOTE: If the velocity differential is at a significant angle- less than 45 degrees- then you may reduce the minuses in direct relation to the angle*2 as a percentage. I.e. If it is at 45 degrees then you can
take 90% of the velocity differential minuses[9% per ft/ct instead of ten]. If it is heading straight towards or straight away it is 0% and you take no velocity differential but still take the opponent moving mod.)
An opponent is defined as moving if they:
(a) have a velocity greater than 1 ft/count, or
(b) are engaged in a maneuver skill of some sort (dodge, acrobatics, gymnastics, running, swimming, falling, actively riding). Climbing or defense is usually not counted unless the climber/defender can fulfill condition (a).
Another mod is "Unstable Platform": -40%. Includes: moving cars, helicopters, crumbling/unsteady standing/kneeling/lying surface
These situational modifiers apply to all circumstances where the character, or the object of the action (known in the chart as the Target-To-Hit), are taking the actions or are in the situations described...
01-10 Head
01-30(Skull); 31-50(Side); 51-55(Eyes); 56-65(Nose); 66-80(Cheeks); 81-85(Mouth); 86-95(Neck); 96-00(Throat)
11-39 Chest/Upper back
40-47 Upper Arm
48-51 Lower Arm
52-53 Hand
54-81 Abdomen/Lower back
82-84 Groin/Behind
85-94 Upper leg
95-98 Lower leg
99-00 Foot
*Even numbers are right side, odd numbers are left side
On high/low called shot with fist, foot, or other short weapon
TO-HIT MODS for a fist or short weapon striking LOW and foot striking HIGH: to-hit mods for head and legs. -10% upper legs, -25% lower legs with hand or short hand-held weapon;
-10% chest/upper back, -25% head with foot or knee.
Damage is written as a number. If no symbol follows the number then 2d4 are added. If a * follows then 2d6 are added. If a ^ follows then 2d8 are added. If it is irregular damage it will be fully written out as [constant] + XdY. If the constant is 0 it will simply be XdY. This damage is the amount of HTK (or POW if it is a mental attack or mental weapon) the person receiving the damage will take.
The maximum damage a weapon can do is:
(maximum `by-the-book' damage + material mods + magical mods)*3
There are eight types of damages caused by weapons or events in BT. Each has advantages for the wielder of the weapon and disadvantages. The types of damage are slicing(SL), chopping(CH), crushing(CR), piercing(PR), ripping(RP), projectile(PJ), energy(NR), and explosive(EX).
All damage types have special side effects when a well placed critical hits made. There is a major and a minor side effect: The minor side effect occurs when a person has taken a single blow of over a quarter of their HTK and fails their health saving throw. The major side effect occurs when the defender has taken over half of their HTK in a single blow and fails their health saving throw. In that case, the minor effect will also occur unless the defender makes half their health saving throw.
To injure a body part you must do half your HTK to it if it is major (forearm, head...). All your HTK will cripple a major limb or body part. You must do another set of HTK to DESTROY the limb. In the case of the neck it would probably be tearing a head off.
Slicing
Slicing damage is caused by drawing a sharpened edge across the target. Slicing weapons include light swords, knife edges, scimitars, etc. They generally do considerably more damage than other weapon types(+4), but they are more difficult to use(-10 MOD) and slower than average(+2 WSD). Armor is particularly effective against slicing damage. PAB is only 3/4 effective against slicing damage. Every 15 points of slicing damage generates half a foot of knockback.
1) The minor side effect of slicing is bleeding. This means the bleeding person loses 1 HTK ever minute unless the wound is bound. The effect is cumulative: so someone hit three times with a minor would be losing 3 HTK every minute.
2) The major effect is shock. This hit makes that body part useless for the rest of that combat. Head and chest shots cause stun effects, limb shots cause the temporary loss of that limb, and abdomen and groin shots cause loss of -4 MVM, and 1/2 stun effects. These effects are cumulative. Although these effects are normally temporary, if they are not treated permanent disability could result. Also, add 2 HTK of bleeding per minute instead of the normal one.
Chopping
CHOPPING damage is caused by taking a wedge-like edge and driving it through the target. Chopping weapons include heavy swords, axes, and butcher knives. They are considerably slower than most weapons(+4 WSD), but they are easier to use(+10 MOD) and do more damage(+2). Chopping is particularly effective against armor. Every 10 points of chopping damage generates half a foot of knockback.
1)The minor side effect of chopping is paralysis. It is almost identical to the major side effect of slicing except that no bleeding results from a minor chop, and there can be no permanent disability.
2)The major side effect is disabling. Two paralysis shots to the same location act as a disable. This hit makes the body part hit permanently disabled unless some major healing can be performed. Head and chest shots cause unconsciousness, limb shots cause the bones in the limb to break and 1/2 stun effects to occur, abdomen shots cause -8 MVM and stun effects. Groin shots cause sys shock at 75% wounded. Normal binding of wounds and care for the afflicted area will reduce these effects to a paralysis of the area, but that will be permanent until major healing can be obtained.
Crushing
CRUSHING damage is done by smashing a blunt object into the target. Crushing weapons include maces, clubs, staves, hammers, and fists. They are very simple to use(+15 MOD), but they are slower than average(+2 WSD), and do average damage. They are pretty effective against armor. Every 5 points of crushing damage generates half a foot of knockback.
1)The minor side effect of crushing is concussion paralysis. It is identical to the minor side effect of chopping in all respects.(except, of course, for GM discretion as to how the wound is described)
2)The major side effect of crushing is disabling. It is identical to the major side effect of chopping in all respects.(again, description differences).
Piercing
PIERCING damage is caused by a pointed object poking a hole into the target. Piercing weapons include knife points, lances, arrows, spear points, and some teeth. They are considerably faster than average(-4 WSD), but they do less damage(-2) and are more difficult to use(-10 MOD): this is because of the difficulty of getting vital organs with a small striking surface). PAB is only half effect against piercing strikes. Every 15 points of piercing damage generates half a foot of knockback.
1)The minor side effect of piercing is raising one level of critical effect. This is in effect every time the weapon is used. It reflects the fact that although getting on target to a vital organ is difficult, once you are there it is the most effective damage form.
2)The major side effect is shock. It is almost identical with the major side effect of slicing except that the person hit only bleeds one HTK per minute.
Ripping
RIPPING damage is caused by tearing the target with hooked object(s). Ripping weapons include garottes, whips, and claws. They do considerably more damage than average(+4), and have average speed, but they are extremely difficult to use (-15 MOD). Every 10 points of ripping damage generates half a foot of knockback.
1) The minor side effect of ripping is an overbear tackle. Roll an OVB tackle against your opponent's DEF. This effect also causes the wounded body part to bleed at one HTK per minute. All bleeding is cumulative.
2) The major side effect is as per shock(slicing) except that you can add +20 to your OVB.
Energy
ENERGY damage is caused by heat or energy burning the body. Energy weapons include lasers, material blasts, lightning, and electricity. They tend to be much faster than average (-5 WSD), do more damage(+5), and be easy to use (+10). PAB is only half effective against energy damage. Energy does not generate knockback.
1) The minor side effect is as per shock(slicing) except there is no bleeding.
2) The major side effect is as per crushing disabling.
Projectile
PROJECTILE damage is caused by high velocity weapons penetrating the body. Projectile weapons include bullets, high-power crossbows, shell fragments, and shrapnel. They do more damage(+4), are faster than usual(-4 WSD), and are average to use(+0). PAB is NOT effective against projectile damage. Every 10 points of projectile damage generates half a foot of knockback.
1) The minor side effect is that for system shock roll purposes projectile damage is doubled.
2) The major side effect is shock as per slicing.
Explosive
Explosive damage is caused by massive, high-velocity compression hitting the body. Explosive "weapons" include explosions, decompression, and falling. Explosive damage is irregular and highly depends on the source (see the Falling section below). PAB is 1/4 effective against explosive damage. Every 2 points of explosive damage generates half a foot of knockback.
1) The minor side effect is that for system shock roll purposes explosive damage is tripled.
2) The major side effect is shock as per slicing.
The following table gives the protection value of various types of armor against various types of damage. It also includes the modifiers to: agility, defense, and movement. These only apply if the person is wearing a half suit of armor or more. Modify downwards appropriately! A haulberk is a complete suit and a byrnie is a half suit.
This is how the protection value is used in play: If there are layers of armor over a certain location on the body (GMs: remember penalties are cumulative!) add the protection values. That number- say it comes to 10 vs. crushing- is the total protection value of armor on that part of the body. When an attack comes in to that part of the body- say 23 points of crushing damage- the 10 points get taken off right away- before criticals, and before PAB. Then another 10 points get turned to concussive damage-which PAB is twice as effective against and has no secondary effects. Then the opponents critical effect is applied to the remaining 3 points of damage and then PAB(we will say PAB is 6 in this example) is applied.
So:
1) Opponent does 23 point of damage to chest- crushing. It is a SL 6 strike! Yikes!
2) Chest armor (10 pts) reduces damage to 13 pts.
3) Chest armor reduces 10 of the 13 remaining pts to concussive damage
4) Concussive damage goes through - 5 points of PAB stop it. This leaves our defender with one point of PAB
5) Crit effect applied. SL 6 = Triple damage -> 9 points of damage
6) remaining PAB of 1 reduces that to 8 pots.
7) 8 Hits To Kill of Crushing DAM is taken to the chest.
8) Knockback is calculated using all 23 of the original points
The next table discusses the location, weight, encumbrance, and the amount of damage a piece of armor can take. In the basic rules a piece of armor works just fine until it is at zero hits and then it falls apart. In the Advanced rules the effectiveness of the armor is directly proportional to the percentage of it's hits it has taken.
CHARACTERS ARMOR'S HITS = A#*Damage Points
Damage that strikes the armor but doesn't go through does 1/2 a hit of damage to armor. Damage that goes through does 2 hits of damage to armor.
Encumbrance of armor is determined by the formula ENC = A#* WGT MOD of item.
Position # refers to the hit location chart. It will let you know what body parts/hit locations are protected by the armor. The names of the various pieces of armor are based on common European names for armor covering those hit locations.
[*] These values are only applicable when the shield is used as a weapon. Weapon speed is adjusted as per weapons for parrying and blocking. Weapon length for a shield is zero.
A shield acts as armor as follows: A leather-wood shield is as heavy leather; wood is as studded leather; metal-wood is as splint; and metal is as iron plate in absorption.
Agility and movement modifiers for shields are as per armor type and like so: no mods for buckler or small shield; a medium shield has 1/2 mods (as per byrnie); a large shield is as 3/4 the armor type (rounded up); and a tower shield is as the armor type.
For a certain unit of damage (unit dependent on type of damage) you take before armor, but including critical modifiers, you are knocked back 1/2 feet. If you are knocked back more than a foot you must make an agility save or be knocked back twice as far. A critical miss is a fall. If you are knocked back further than your MVM you must make an AGL save at -10% for every foot beyond your MVM or fall. Every foot per count (round down) you are moving when hit subtracts 5% from both AGL saves. You take damage from knockback if you hit something (the floor, for instance) as if you landed from a fall at the velocity that you were knocked back at (feet per count).
Damage Type: Energy has no knockback. For slicing, and piercing damage every 15 points is the unit. For chopping and ripping every 10 points is the unit. For crushing and projectile damage every 5 points is the unit. For explosive damage every 2 points is the unit.
Weight: For every 25# you weigh over/under 150 you may subtract/add 1 foot (no fractions, please)
Location: Saves vs. knockback are modified by the location of the blow:
+25% for lower arm
+10% for upper arm
+0% for abdomen
-10% for chest/upper legs
-25% for head/legs at or below knees
-50% (next category)
-100% (next category)
These modifiers are shifted down one category if the opponent is in motion when the blow lands, and two categories if the opponent is jumping. If the jump is one in which one leg is the landing leg (such as a jump kick), a blow against the landing leg carries an additional -50%.
Throws are calculated in terms of knockback (see Throws).
A hold on the legs increases the chances of falling due to knockback. A hold on one upper leg carries a -25%, and on one lower leg carries a -50%. These modifiers are cumulative.
The stopping power of an attack is a comparison of the knockback of the technique vs. the bash of the oncoming opponent (even if the opponent does not intend to bash). The combatant doing the lesser amount of damage must save versus knockback against the differences. See BASH in Appendix G Bash on page G-103.
Falling is very dangerous- here is a chart showing velocities and distances at various counts. Acceleration (once you get going) is 8 ft/ct squared. I have modified the first counts to reflect human reactions that are faster than the system can easily handle. Remember people get to choose to act before or after movement... their choice. Feet per count *2.73 = miles per hour. Chance for critical damage from a fall equals velocity in feet per count * 2. Damage from a fall equals velocity/2 in d4s of explosive damage. A successful Agility save cuts damage in half. A successful falling skill roll will also cut damage in half.