Attack Roll Adjustments

Attack roll adjustments affect the player’s chance of successfully damaging targets. Combat adjustments are added or subtracted from the player’s kilodie attack roll. These adjustments are most often penalties that impair ranged attacks by obscuring targets. Obfuscating impediments include weather, cover, concealment, range, and firing blind.

Armour Rating

Attack roll adjustments do not change the target’s armour rating. For example, a target may have 90% cover from one direction and no cover from another direction.

Combat Tables

Attack roll adjustments do not affect the persona’s combat table. The persona’s Bonus Proficient (BP) and Maximum Roll (MR) remain the same. A skilled persona with a high bonus proficient can overcome weather and range penalties.

The player subtracts the attack roll penalty from her kilodie roll. The player adds the attack roll bonus to her final attack roll. So a bonus can allow a persona to exceed her maximum roll (MR).

Thus a rear attack (+90 attack roll) with a club could allow the player to surpass her persona’s MR (Maximum Roll) and possibly hit a previously impervious target.

A payer with a Maximum Roll (MR) of 763 is making an attack roll against an Armour Rating (AR) of 793. Under normal circumstances, the persona could not hit the target because her Maximum Roll (MR) is too low. However, the rear attack bonus of +90 adjusts the final attack roll upwards by 90. The final attack roll could be as high as 883 (MR of 793 plus 90), making a successful attack roll possible.

This method of administering attack roll bonuses is blatantly biased towards the players. There is no justifiable reason for players to be excluded from combat because their persona has an inadequate Maximum Roll (MR). Attack roll bonuses allow the player to gain a chance attack roll a target through ingenious, or experienced, tactics.

Weather Conditions

Weather conditions affect the attack rolls of ranged weapons. There are no snow or rain effects on hand-to-hand combat (type A attacks). Grenades are affected by weather conditions, while aerosols are not.

Drawing of humanoid insect and human in smoke filled frame.

Through rain and sleet and smoke.

Most of the weather penalties are per hex of range. For example, shooting a gun through thick smoke at a target ten hexes away is a -600 attack roll penalty. All personas on the hex mat are suffering the same attack roll penalty. If a penalty is large enough, it is equivalent to firing blind.

Minimal weather penalties should only apply to important attack rolls. For example, a persona may be attempting a long-range scope shot on a referee persona. In this case, the success of the attack roll could be affected by a -4 penalty. Exciting!

Rain attack roll Penalty
Rain makes bullets slippery. Penalty is per hex.

Roll (1d4)

Description

Penalty

1

Light

-3

2

Normal

-8

3

Heavy

-15

4

Monsoon

-22

Roll (1d4)

Description

Penalty

All Hail the Attack Roll Penalty
Solid rain. Penalty is per hex.

Roll (1d2)

Description

Penalty

1

Light

-12

2

Heavy

-24

Roll (1d2)

Description

Penalty

Sandstorm Attack Roll Penalty
When storming beaches or deserts. Penalty is per hex.

Roll (1d4)

Description

Penalty

1

Light

-30

2

Normal

-42

3

Heavy

-60

4

Blizzard

-90

Roll (1d4)

Description

Penalty

Wind Attack Roll Penalty
Wind effect. Penalty is per hex.

Roll (1d4)

Description

Penalty

1

Normal

nil

2

Strong

-20

3

Fierce

-40

4

Gale

-60

Roll (1d4)

Description

Penalty

Fog or Smoke Attack Roll Penalty
The fog and smoke of war. Penalty per hex.

Roll (1d6)

Description

Penalty

1

Trace

-2

2

Thin

-5

3

Normal

-15

4

Thick

-60

5

Dense

-115

6

Opaque

-230

Roll (1d6)

Description

Penalty

Darkness Attack Roll Penalty
Under the cover of darkness. Penalty is per hex.

Roll (1d4)

Description

Penalty

1

Twilight

-10

2

Moonlight

-20

3

Starlight

-35

4

Void

-42

Roll (1d4)

Description

Penalty

Snow Attack Roll Penalty
The softer hail. Penalty is per hex.

Roll (1d4)

Description

Penalty

1

Light

-03

2

Normal

-12

3

Heavy

-24

4

Blizzard

-48

Roll (1d4)

Description

Penalty

High Gravity Attack Roll Penalty
Oh the gravitas. Penalty is a single value.

Encumbrance Level

Penalty

Free

-50

Unencumbered

-100

Encumbered

-200

Over Encumbered

-300

Lift Only

Lift Only

Encumbrance Level

Penalty

Cover and Concealment

Cover and concealment create attack roll penalties that depend on how the target is hiding. Cover and concealment penalties apply to ranged attacks only (Attack types B, C, D, E, and F). Cover and concealment attack roll penalties do not change the target’s armour rating. For example, a target may have 90% cover from one direction and no cover from another direction.

Drawing of human trapped in cave by big mouthed dinosaur.

Dinner has own tooth pick.

Cover and concealment are entirely different. Cover protects the target from incoming projectiles. Concealment hides the target from incoming projectiles. If a player continues to attack a wholly hidden target, they are firing blind.

An attacker can transform cover to concealment if by using a different weapon.

Aliens

The referee must decide cover and concealment penalties for aliens on a case-by-case basis. Some aliens are simply too big to hide. The referee may have milieu-specific variations.

Drawing of rollercoaster-sized alien being shot at by army, police and crowd.

You can hit me, not hurt me.

For large, medium, small and tiny aliens, cover and concealment work the same as for anthros. For gigantic aliens, cover and concealment are virtually impossible. The referee should reserve cover and concealment for tool using aliens and those with natural ranged attacks. Partial hiding is not in the purvey of flora and fauna.

Robots

The referee must decide cover and concealment penalties for robots on a case-by-case basis. Some robots are simply too big to hide. The referee may have milieu-specific variations.

For medium, small and tiny robots, cover and concealment work the same as for anthros. For large and gigantic robots, cover and concealment are virtually impossible. Cover and concealment are very tactical should be limited to combots.

Cover

Cover is when a persona places a solid barrier between herself and the attacker’s weapon. Typical cover includes rocks, tree trunks, hills, and corners of buildings. Cover will stop a bullet, lazer bolt or arrow in its tracks. If discussion about whether a feature offers cover or concealment becomes intense consult the Sphincter Dice. The more cover that a target has, the greater the attack roll penalty.

Concealment

Concealment is when a persona places an obscuring barrier between herself and the attacker’s weapon. Typical concealment includes bushes, tents, drywall, and sheets on a clothesline. A bullet, lazer bolt, or arrow can pass through concealment. If discussion about whether a feature offers cover or concealment becomes intense consult the Sphincter Dice. The more concealment that a target has, the greater the attack roll penalty. Concealment attack roll penalties are much lower than cover attack roll penalties.

Cover and Concealment Penalty
One persona’s penalty is another persona’s protection.

Percent Hidden

Cover

Concealment

Example

100

No shot

Firing blind

Behind a wall

90

-450

-80

Peeking through slit

75

-220

-60

Peeking around a corner

66

-175

-40

Pistol around corner

50

-125

-20

Rifle around corner

33

-80

 — 

Non powered around corner

Percent Hidden

Cover

Concealment

Example

Example

If a target has 90% cover (a concrete bunker), there is a -450 attack roll penalty. If a target has 90% concealment (a scruffy bush), there is a -80 attack roll penalty. The attacker has an idea where the target is with cover (bunker), but she must win an attack roll against the smaller target. The attacker has an idea where the target is with concealment (bushes) and can guess where she should target.

If an attacker were to switch weapons, then she can reduce cover to concealment. What might be cover for an arrow may not be cover for an extra high-powered rifle.

Firing Blind

Firing blind refers to attacks made against targets that are not visible. The attacker may have an idea where the target is, but the target has 100% concealment. Firing blind applies if the target is unseen due to smoke, blindness, invisibility, or tear gas. Firing blind does not apply to target’s with 100% cover.

Firing blind is limited to projectile weapons (Types B, C, D, E, and F). The projectile must be able to penetrate the concealment. Contact attacks (Type A) and area of effect weapons are not part of the firing blind rule set.

Firing blind is mostly luck. The attacker suspects a target is behind some concealment. They cannot aim at the specific target, so they fire into the concealment. This concealment could be bushes, drywall, or dense smoke. After firing into the concealment, the persona may find a dead body, wounded alien or nothing at all in the bushes. That is the fog of war.

To maintain the mystery of firing blind, the referee may request the player roll damage after every attack roll. This deception helps maintain the secrecy of the hidden.

Percent Chance To Get An Attack Roll Dependent On Relative Size of Target If Concealed So Not Visible
Randomly attacking a completely obfuscated target hoping to get a chance to hit.

Size

Tiny

Small

Medium

Large

Gigantic

% Chance

2

4

8

16

32

Size

Tiny

Small

Medium

Large

Gigantic

Range Penalties

The range is the number of hexes between the attacker and the target. The first hex is the one immediately in front of the attacker, and the last hex is the one containing the target. Thus a target on an adjacent hex would be one hex away.

Diagram showing range penalties using hexagon sheet.

Not an oven range.

There are no range penalties if the target is within the maximum range of the attack. Maximum ranges vary by weapon construction, tentacle length and robot physical strength. The range attack roll penalties are per hex penalties applied per hex beyond the attack’s range.

Movement Penalties

A persona can use their entire movement rate per unit without penalty. Movement Rate is the designated amount that a persona can move during a combat unit. There are some movement choices that the player can make that affect attack rolls.

Movement Differential

When the attacker and the target are moving at vastly different speeds, there is an attack roll penalty. This attack roll penalty is for massive movement rate differentials, like those created by a vehicle.

Movement penalties do not apply to natural combat movement rates. For example, a super-fast alien would only suffer a movement penalty if she were in a moving vehicle. Her natural movement rate would never cause an attack roll penalty.

The difference in movement rate must be greater than ten h/u. There is a -10 attack roll penalty per h/u difference in movement rate.

Differential Movement Rate Attack Roll Penalty

penalty = -10 per h/u difference.

Penalty = 50 h/u (in a jeep) - 10 h/u (running away) = 40 h/u difference = -400 attack roll penalty.

Crawling

A persona can crawl along the ground to improve concealment or cover. Crawling involves keeping one’s body unnaturally close to the ground and compromises movement rate. Crawling personas move at 1/4 of their regular movement rate. So a persona who normally can move eight h/u can crawl at two h/u. Crawling also impedes the actions a person can undertake.

Crawling gives the persona an AR bonus of +125 to powered and none powered missile weapons. So attack types B and C are penalized but Type A attacks get an attack bonus of +125.

Robots cannot alter their locomotion type to gain a crawling AR bonus. Only medium-sized or smaller organic personas can use this bonus.

Crouching

A persona can crouch while moving to improve concealment or cover. Crouching involves lowering one’s body closer to the ground and compromises movement rate. Crouching personas move at 1/2 their regular movement rate. So a persona who normally can move six h/u can crouch at three h/u. Crouching also impedes the actions a person can undertake.

Crouching gives the persona an AR bonus of +60 vs powered and none powered missile weapons. So attack types B and C are penalized but Type A attacks get an attack bonus of +125.

Robots cannot alter their locomotion type to gain any AR bonus. Only medium-sized or smaller organic personas can use this bonus.

Rolling

Rolling allows the persona to stay undercover and move a bit faster. Rolling personas can move at 1/3 their movement rate (rounded down). A rolling persona with a seven h/u move can roll at two h/u.

Rolling gives the persona an AR bonus of +125 to powered and non-powered missile weapons. So attack types B and C are penalized but Type A attacks get an attack bonus of +125.

While rolling, a persona cannot make attack rolls or performance rolls. The persona can only make roll rolls.

Robots cannot alter their locomotion type to gain any AR bonus. Only medium-sized or smaller organic personas can use this bonus.

Flanking Bonuses

Many role-playing games give bonuses for flanking a target. Flanking only applies to anthro-shaped targets that do not have eyes on the back of their heads. Flanking a target only benefits Type A attacks. There are no flanking bonuses for projectile or area of effect weapons. The player has an attack roll bonus of +90 when attacking from behind and +60 when attacking a rear flank. The persona cannot earn flanking bonuses by simply maneuvering around her target. The target must be unable to turn or be occupied by something other than the attacker.

Further Points

Take all these adjustments with a tablespoon of salt. The attack roll adjustments are part of a faux realistic tactical combat system. The attack roll adjustments in this section are the basics that cover the most common situations. Players will find themselves in situations not listed here. The referee and players will negotiate a ruling that seems fair. If negotiation is not successful, remember the Sphincter Dice.

Rules maintain game balance and assist creativity.
Do not let rules get in the way of the story or the fun.