Weapons and Combat

Spearmint
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Spearmint
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Weapons and Combat

#1 Post by Spearmint »

Combat System

Hand to Hand Combat

No matter how much advanced technology is available to the
modem soldier, some things just never change. The blood-and-guts of close hand-to-hand combat is unchanged from Roman times; it still boils down to slicing, sticking, hitting or strangling the enemy. The only change in the future will be a
proton beam bayonet and a monomolecular fiber garrote. Just
new tools for an old job.

Rules of Hand-to-Hand Combat:

1 Agility: All actions, including stab, slash, parry, evade,
grapple, reposte and buttstroke, are based on Agility (AG). To
succeed in any action requires a roll at or under AG plus skill
bonuses for that kind of action. Rolling above the AG+bonus
means the action fails.

Example: Humphrey Carstairs has an AG of 40 and 7 grades
of skill in Unarmed Combat (+35%). In order to succeed with an Unarmed Combat action, Humphrey must roll a 75 or less. (1-75 is a success; 76-00 is a failed action).

2. Distance: To engage in hand-to-hand combat, the combat­ants must be within close striking distance of each other at the beginning of the Combat Round. Generally that means they're only about four feet apart, but the distance could be greater for some weapons.

3. Surprise: Someone is surprised when they are attacked from behind, or from an ambush . Successful surprise attacks mean the defender does nothing to defend himself for the full Combat Round. In a garrote attack, the attacker must have sur­prise on his side in order to use the garrote successfully.

In order to make a back attack the character must move quietly up to his target. Success requires that the attacker roll
against his Alertness (AL) for silent movement. The defender
does not roll. In other words, the attacker rolls to see if he
moves silently, and the victim is warned only if the attacker
fails.

In order to make a hand to hand ambush, the defender has to
fail his roll against Alertness (AL). In this case the attacker does not roll. In other words, the attacker lies in wait for his victim, it's up to the defender to roll for detecting danger.

4. Close Combat: AIl subsequent combat is determined by both characters acting simultaneously. In other words, it's possi­ble for combatants to attack each other at the same time and both do damage, or to both defend at the same time and end up with no injuries on either side. Each character's percentile roll determnes success or failure. When an action results in damage, roll the damage before the next combat round.

5. Actions: In hand-to-hand combat there are eight basic op­tions: Slash, Stab, Parry, Riposte, Grapple, Buttstroke,
Evade, or Shooting/Throwing. A character is allowed only one
action per Combat Round, regardless of Agility. Note that it's
quite possible for characters to do damage to each other simulta­neously. The specific hand-to-hand skills describe the following in greater detail.

Slash: This is a 'small' attack. The advantage is thatit keeps the attacker ready for another attack at any time. The disadvan­tages are that the damage is relatively small and that the attacker leaves himself vulnerable to an attack. Using a bayonet or knife means the Slash is a sweeping, cutting motion; with Unarmed Combat, a Slash is a chop with the edge of the hand.

Stab: This is an 'all-or-nothing' attack. The advantage is that it inflicts maximum damage to the opponent. The disadvantages are that the attacker leaves himself vulnerable for an attack and that the attacker is left off balance and unable to attack on the next Combat Round. Stabs are usually made with the point of a weapon; in Unarmed Combat they involve full-force strikes like haymakers and jump kicks.

Parry: This is a defensive action. A Parry is used to prevent an opponent from doing damage. The advantage is that a suc­cessful Parry will stop any usual striking attack by blocking or dodging the blow. The disadvantage is that a Parry will not al­low any attacks on the enemy. Note: If a Parry is made against two or more attacks (more than one attacker) the Parry must be rolled separately for each attack.

Riposte: This is a combination defense and attack. In a Ri­poste, the character waits for his opponent to strike, then quickly blocks and counterattacks. The advantage is that the character can both defend himself and possibly damage the opponent. The disadvantage is that a Riposte depends on the opponent's attack; if there is none, then both opponents simply stand ready for ac­tion.

Grapple: A grabbing attack. With a knife, one hand is used to immobilize the opponent's weapon and the knife hand is used to strike. In Unanned Combat, a Grapple can be used to grab away an opponent's weapon or to immobilize an unanned oppo­nent.

Buttstroke: Used with rifle and bayonet only. An action spe­cifically designed for unanned opponents.

Evade: This is an attempt to break out of close combat. The disadvantage is that even a successful Evade will not prevent an opponent from doing damage. If successful, it means that the character can step back and draw a weapon to be fired in the next Combat Round, or run away from the conflict. However, the latter may open oneself to additional attacks by his oppo­nent.

6. Shooting & Throwing: Attempting to fire a weapon or
throw a knife during close combat means the character must
first have Evaded his opponent in the previous Combat Round.
Failure to Evade means that your opponent is right on top of you and it's not possible to shoot or throw. Even if you manage to Evade, the opponent can still do damage to you with a parting swipe while you're getting away.

7. Run Away: After a successful Evade, a character can al­ways take advantage of the chance to escape. Of course their op­ponents can always shoot or throw knives at fleeing characters. Running after somebody means trying to match or beat their movement (see the Movement Table in the character attribute section).

8. Combat Style: In RECON, hand-to-hand fighting is bro­
ken down into five main categories; bayonet, garrote, unarmed
combat, knife fighting and knife throwing. Even exotic weapons like nunchukas, spears, or battle axes are just variations on the five main categories. Changing Combat Style is automatic. For example, to go from bayonet to unanned, just drop the bayonet. To go from garrote to knife, just drop the garrote and pull a knife. Obviously you can't pull a weapon that you don't have!
Last edited by Spearmint on Wed Jun 05, 2019 12:36 pm, edited 2 times in total.

Spearmint
Rider of Rohan
Rider of Rohan
Posts: 12582
Joined: Sat May 14, 2016 5:42 pm

Re: Weapons and Combat

#2 Post by Spearmint »

Bayonet Combat

For most foot soldiers the first hand-to-hand skill learned is
bayonet. This is the use of a rifle with a bayonet attached. It's a skill that must always be performed two-handed.
Spears, polearms, two-handed swords, nunchuka, quarter­
staff, and most other two-handed weapons are all treated as bay­onets in RECON combat. The only changes are that two-handed swords and axes do 3DI0 damage on Slash attacks and that weapons without sharp points (a bo staff, two-handed club, nunchuka, or a handy length of pipe) do only deal 1d10 damage for Stabs.

Opponents taking damage from bayonet attacks will always
be unconscious when their ST reaches zero. Any bayonet strike on an unconscious character does 4DIO damage.

In hand-to-hand bayonet combat, there are six basic actions:

1. Slash: Attempting to slice the enemy with the cutting edge of your blade. Damage is 2DlO+5. Any action can be performed after a Slash.

2. Stab: Attempting to penetrate the enemy with the point of the bayonet. An all-out, do-or-die attack. Because the character is off balance after a Stab he cannot Slash, Stab or Riposte in the next Combat Round after a Stab, but can Parry. Damage is 3D10.

3. Parry: An attempt to block an opponent's attack. If suc­cessful, the opponent's attack fails no matter how well he rolls.

4. Riposte: A parry with your weapon followed by an imme­diate attack. If successful, the opponent's attack fails no matter how well he rolls. The attack succeeds only if the opponent at­tacks. If the opponent Parries, Grapples or Evades then no fol­low-up attack is possible. If both characters Riposte
simultaneously then neither do any damage. Damage is 2DIO.

5. Buttstroke: Used only against knife fighting or unarmed opponents. If an opponent tries Grappling then a bayonet fighter hits with an upward swing of the rifle butt. A successful Buttstroke means that the bayonet is not lost (against Unarmed Combat) and that no damage is taken (against knife). For a suc­cessful Buttstroke, damage is 1d10.

6. Evade: Ifsuccessful, this allows the character to Shoot or Throw in the following Combat Round. Shooting can be done with the bayonet weapon the character is already holding or with another weapon.

Spearmint
Rider of Rohan
Rider of Rohan
Posts: 12582
Joined: Sat May 14, 2016 5:42 pm

Re: Weapons and Combat

#3 Post by Spearmint »

Garrote Combat

A garrote consists of two wooden dowels for handles connected by a loop of piano wire. The loop of wire is slipped over the victim's head and the two handles pulled firmly. If the wire is placed correctly below the larynx or Adam's apple it will
crush the windpipe and strangle your opponent.

The garrote is a weapon that depends for its success on a
back attack and surprise. In other words, you can't use a garrote attack unless you surprise your opponent. To successfully attack an opponent with a garrote, a roll must
be made by rolling under one's Agility (Plus bonuses). Note:
Using a garrote on an unconscious (sleeping, drugged or
knocked out) opponent is automatically successful.
A successful garrote attack automatically kills or knocks out
the opponent. Whether the victim dies or is merely unconscious (with no ST damage) is the choice of the attacker.

If the garrote attack roll failed, then the garrote still does
1d10 points of damage to the opponent. Because of the failed
roll, the victim will fire a weapon (no chance to hit anything), or
give out a loud scream. Even if the victim dies from the 1d10
damage, he still makes a loud gurgle and struggles enough to
alert others in the area.

After the first Combat Round, if both characters are still conscious, the combat goes on to any other form of hand-to-hand combat. The garrote cannot be used after the first Combat Round ofthe attack.
Last edited by Spearmint on Wed Jun 05, 2019 12:32 pm, edited 1 time in total.

Spearmint
Rider of Rohan
Rider of Rohan
Posts: 12582
Joined: Sat May 14, 2016 5:42 pm

Re: Weapons and Combat

#4 Post by Spearmint »

Unarmed Combat:

Bare hand combat is just that, fighting without weapons.
There are two major advantages to unarmed combat; it's possi­ble to disarm or restrain an opponent without hurting him. On the other hand it's difficult to inflict a large amount of damage with bare hands. Not that unarmed combat isn't deadly. In RECON, all char­acters are using military unarmed combat; that means every blow is likely to be an attempt to cripple or kill. Soldiers don't just hit the enemy in the face or stomach, they're trying for go­nads, kidneys, solar plexus, the bridge of the nose or the wind­pipe.

In unarmed combat, when an opponent's ST reaches zero, he
is unconscious. Striking an unconscious opponent with an unarmed combat attack does 3D 10 damage.

In hand-to-hand combat there are six basic actions:

1. Slash: Attempting to injure the opponent with the edge of your hand or foot. Damage is 1d10+5.

2. Stab: This is actually a full force punch or kick. An at­
tempt to strike with the point of your hand or foot. In the Combat Round immediately following a Stab the character is off balance and cannot immediately Slash, Stab or Riposte, but can still parry. Damage is 1d10+10.

3. Parry: An attempt to block an opponent's attack. If suc­cessful, you take no damage from the enemy attack no matter how well he rolls.

4. Riposte: A parry followed by an immediate slash. If both characters Riposte then neither take any damage. If the oppo­nent attacks and if the Riposte roll is successful, no damage is taken and 1d10 damage is inflicted on the opponent.

5.Grapple Grappling vs an armed opponent is an attempt to take away his weapon. Grap­pling an unarmed opponent is an attempt to immobilize the op­ponent.

If the opponent is armed, a successful Grapple will knock his
weapon away. Damage from attacks is not prevented. Even a
successful Grapple is no good against a Buttstroke (see bayonet). If the opponent is unarmed, a successful Grapple will immo­bilize him. An opponent who successfully Parries or Evades cannot be Grappled. Both combatants in a Grapple have arms and legs pinned. While they may thrash and roll about, neither can do any damage to one another. A character can keep some­one immobilized for a number of Combat Rounds equal to his current ST.

6. Evade: An attempt to move out of close combat. If suc­cessful, the character can draw a weapon and Shoot or Throw on the next Combat Round. Another option is to Run Away.

Example: In this example Nugen Ap and Red Dukowski are
engaged in hand-to-hand combat for 7 Combat Rounds. Note:
At the beginning of each combat round both characters simulta­neously announce their intentions to attack or defend.

Combat Round #1: Red does a stab, the MD rolls a slash
for Nugen. Both succeed in their attacks (the player rolls for
Red and the MD rolls for NPC Nugen, both make their roll).
Both Red and Nugen take damage. Red cannot attack in the next Combat Round.

Combat Round #2: Red does a parry, the MD rolls a Parry
for Nugen. No one rolls anything because no one tried to attack. No one takes any damage. Both simply eye each other as they plot their next move.

Combat Round #3: Red does a riposte, the MD rolls a slash
for Nugen. Nugen and Red both succeed (they both made their
rolls). Red takes no damage because he blocks Nugen and
Nugen takes damage from the quick counter-strike. (Riposte:
block followed by strike).

Combat Round #4: Red does another riposte, the MD rolls a
parry for Nugen. Red stands ready to block and strike but
Nugen stands his ground ready to parry any attack Red might
try. No one rolls anything. No one takes any damage.

Combat Round #5: Red does a slash, the MD rolls an evade
for Nugen. Both Red and Nugen succeed. Nugen takes damage, a parting shot from Red. However, in the next round Nugen can run away or fire a weapon.

Combat Round #6: Red does a stab, the MD rolls that
Nugen runs away. No one rolls anything. Nugen is out of close
combat and flees. No one takes any damage.

Combat Round #7: Red has the choice of firing at Nugen or
running after him. Nugen can tum and fire or keep running
away.

Spearmint
Rider of Rohan
Rider of Rohan
Posts: 12582
Joined: Sat May 14, 2016 5:42 pm

Re: Weapons and Combat

#5 Post by Spearmint »

Knife Fighting:

Knife fighting includes the use of any edged or blunt
one-handed weapon. Included are clubs, daggers, bayonets
(when they're not attached to a rifle), machetes and other
one-handed swords and axes.

Slash damage with small swords is 2d10+5. Succeeding with any knife fighting skill requires a roll under Agility (plus any skill bonuses).

In hand-to-hand combat there are six basic actions:

1. Slash: Attempting to cut with the edge of a weapon. Dam­
age is 1d10.

2. Stab: Attempting to stab with the point of a weapon. Right after a Stab an attacker is off balance and can only Parry or Evade. Damage is 2d10.

3. Parry: Attempting to block the enemy's attack. If success­ful, no damage is taken no matter how well the opponent rolls.

4. Riposte: A parry with your weapon hand followed by an immediate slash. If both characters Riposte then neither takes any damage. If the opponent attacks and if the Riposte roll is successful, then no damage is taken and 1d10+5 damage is in­flicted on the opponent. If the opponent chooses to Parry, Grap­ple or Evade then no damage is inflicted.

5. Grapple: An attempt to hold the opponent with the free hand while attacking (stab or slash) with the weapon hand. If the opponent is armed, a successful Grapple will prevent any Slash or Stab from doing damage regardless of how well he rolls. Grapple is totally ineffective against a Parry, a Riposte, or an Evade. A Grapple with knife combat lasts only for that combat round.

6. Evade: An attempt to move out of close combat. If suc­cessful, the character can draw a weapon and Shoot or Throw on the next combat round (However, his opponent gets a free action as a parting shot). Another option is to Run Away.

Knife Throwing:

Simply, this is an attempt to throw a knife into an enemy. A
character must have the knife throwing skill to throw a knife.
Roll percentile under AG (Plus skill bonuses) to succeed. Normal visibility, movement and shelter modifiers all apply to knife throwing. Knives are usually thrown while a person is in a
standing position. Two knives can be thrown in a single combat round.

Other thrown weapons such as spears, axes and shuriken are
separate additional skills within the knife throwing category
(costing 50 experience points each). Base damage for spears and axes is 3DIO. Although shuriken do only 1d10, up to 4 can be thrown in a single combat round.

Knife throwing damage depends' on the distance from the target. 2d10+5 for targets 10 feet and closer. 2d10 for targets from 10 to 20 feet away. 1d10 for targets further than 20 feet away.

A character's current ST in feet determines how far a knife can
be thrown.
Last edited by Spearmint on Wed Jun 05, 2019 12:38 pm, edited 1 time in total.

Spearmint
Rider of Rohan
Rider of Rohan
Posts: 12582
Joined: Sat May 14, 2016 5:42 pm

Re: Weapons and Combat

#6 Post by Spearmint »

Underwater Combat

Separate Underwater Unarmed Combat and Underwater
Knife Fighting Skills are available.

Underwater Unarmed Combat
is the same as normal unarmed combat with the following exceptions.

All successful attacks that do damage deal only 1d10 damage underwater.

A successful Stab attack can dislodge an opponent's breathing gear instead of doing damage. Finally, a successful Grapple means that the attacker has succeeded in removing the oppo­nent's breathing equipment.

Underwater Knife Fighting is just like normal knife fighting with the following exceptions. Damage is always at 2d10. A suc­cessful Grapple attack will disable an opponent's breathing equipment.

Bayonet, garrote, and knife throwing are all impossible un­
derwater.

Spearmint
Rider of Rohan
Rider of Rohan
Posts: 12582
Joined: Sat May 14, 2016 5:42 pm

Re: Weapons and Combat

#7 Post by Spearmint »

Hand Grenades. to be edited

The range, in feet, that a character may physically throw a grenade is limited to his current strength score x 2.

The accuracy of that throw is determined by your initial agility score +5% (from basic training). You may upskill further ranks at 5% increments through experience points, subject to a maximum rank skill of +25%.

The damage caused by grenades is determined by three factors.

Firstly: blast radius of the device.
Secondly: proximity to the point of impact.
Thirdly: Cover which may mitigate damage (being in a foxhole, behind a stone wall or sandbagged enclosure, behind a tree, caught in the open, etc).

In general, make your 'To Hit roll' and damage (generally a 1d100) and I will factor in the other elements to determine who was hit and how much damage they take.

This includes both thrown hand grenades and those launched by grenadiers.

Please see page 58-59 for more specific details.

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