Actions

Sequence:
The first aspect of combat is figuring out turn order, this is easy, whoever has the highest Sequence goes first, and this continues till you have order. If two players are tied, you roll a D100 and whoever rolls higher sequences first.

Hitting and Crits
If you roll below your Luck number, it is a critical hit and automatically hits(Even if it would miss). If you roll greater than 89%+luck it is a critical miss and automatically misses (even if it would hit) This goes for all skill rolls. Other Critical bonuses are treated separately(they don’t automatically register as a hit if they would normally miss.)

Your attack roll is against (Weapon Skill being used- Armor Class). If you roll lower than that number its a hit. For instance, your small guns is 55%. You are fighting Jim, who’s AC is 11. That brings the number to 44&, so if you roll below 44% it is a hit.

If the hit is a critical hit, you double your damage.

Damage

So now that you hit, how to do damage? Ok, lets say the particular weapon does 4d4+4! Yay! So you roll average damage (14) against Jim. Thats gonna hurt Jim pretty good. But Jim is a raider, wearing raider armor, which has normal DT/DR of 2/25%. So time to calculate Jim’s armor. First you deduct the DT from the damage, so the 14 damage goes down 12 damage. You then multiple 12 by the difference (75%) which would bring the damage down to 9. While Jim is still hurt, he’s noting nearly as bad shape as he could be. If you have an odd number left over (such as 9.2) you always round damage up)

Actions APS result/Notes
Standing movement per hex 1
1 hex of movement while crouching 2 You must be crouched to sneak unless you have Silent Running perk.
Open a door 2 AP
Changing Position 2 AP 4 AP if going from Prone to standing
Reloading or retrieving grenade 2 AP Empty, partially empty, or jammed
Opening Inventory 2 AP This does not retrieve or stow items
Retrieve/stow items 2 AP per item done. Can do multiple in one open inventory if you have the AP’s to do so in one turn
Attempting to sneak 2 AP May take penalties based off last round of actions.
Using an Item 2 AP Whether in your inventory (though you have to access your inventory) or in your hand. Assuming it can be used in less than 10 seconds, like a stimpak- GM Caveat
One Handed Weapon attack 3 AP melee or ranged
Unarmed attack 3 AP
Taking Items 4 AP Must be standing in space
Jumping 4 AP
One-handed weapon targeted/burst shot 4ap
Targeted unarmed Strike 4 AP
Throw 4 AP
Two Handed Weapon Attack 4 AP Melee or ranged
Getting Up 4 AP
Two-handed weapon targeted or burst shot 5 AP
Launcher or Artillery single shot 5 AP
Laying Mines/Disarming Traps 6 AP Successful explosives check required
First Aid 10 AP Repair is first aid for robots
Doctor 15 AP Science is doctor for robots
Putting out a fire all your AP Burn
Skills Varies GM’s Caveat
Setting a tripod All AP Big Guns Check to set up

Movement
In addition terrain type/swimming may make it harder to move, and use more ap. Any round in which you jog run you take the listed penalties until your next turn. You must have the required athletics skill to use increased movement speeds.
Difficult Terrain: 2 Hexes
Very Difficult/Swim/Climb: 3 AP – cannot Jog/run

Walk: 1 hex per AP

Jog: 2 hexes per AP: -50% to ranged attacks/-25% to melee attacks/recover -2 AP next round

Run: 3 hexes per AP: -100% to ranged attacks/-50% to melee attacks/recover 1/2 AP next round

Sprint: 5 Hexes per AP: Cannot attack/Recover no AP next round

Combat and Character Stance

Characters shooting from a prone or kneeling position are more accurate and present a smaller target against ranged fire.

Knocked Down: Cannot take any action besides standing up, must Spend 4AP to stand up.

Prone: 15% to hit with ranged personal weapons,25% defensive bonus vs. ranged fire, –25% defensive penalty vs. Melee attacks, Can’t melee while prone

Kneeling: +5% to hit with ranged personal weapons, +5% defensive bonus vs. ranged fire, –10% defensive penalty on Melee attacks against a kneeling target, -30 to melee while crouching

Firing Weapons Beyond Maximum Range

-03% per 1 hex beyond max range

Burst Mode Weapons

Burst weapons fire each shot and distribute the damage. Every hit takes into account DT, but then is added together before calculating DR. So 96 damage over 10 hits hitting someone with Armor of 2/25 would knock 2 damage from each bullet (bringing it down to 76) and then multiplying it by 75% (76*.75=57) damage total.

Bursting is tough though, and you suffer penalties to hit as the spread of bullets is so high. Depending on which hex someone is in, the penalty is between 50 and 75%, as shown on the nifty chart Talos made below.

Note: A burst weapon fires in a cone, and must interact with each person in the order it comes to them in. It would appear like so:

  • * * * * * * *
    H * * * * * * * * *
  • * * * * * * *

or

Burst mods

So be careful with your bursts people!
*
*Knock Down:

Melee Weapons: % chance of weightx3 – endurance
Burst: If over 50% of hits hit you, make an Endurance check to remain standing.

Readying an Action:
You can ready an action by spending double the AP of what the action usually costs. For instance, a sniper using a two handed gun that wants to make a targeted shot to the groin when that super mutant leaves cover and charges her, would spend 10 AP (usually 5AP) to do so. If you have enough Action Points, you can ready more than one action.

Delaying and Action:
Sometimes, the best move in combat is to wait and see what happens. When you delay in combat, you don’t act and hold your action until later in the round. After anyone’s turn (not during, though during someones turn you can say you will be coming out after this turn) you can leave delay and take your actions. Your new sequence will be at the point you decide to come out of delay and act.

Actions

Fallout: Van Buren underableedingsun