D.A.M. COMBAT

MELEE COMBAT

  1. Declaration
    Each player declares what their character will do that round (round = 6 seconds) order is unimportant at this stage.
  2. Initiative
    Each player rolls 1D100 against their MIND to determine initiative. Character's highest melee combat skill gives modifier of skill Rating ÷ 10 from the initiative roll. Greatest difference of roll to MIND wins initiative and goes first. Success allows declaration to be changed moderately if so wished.
  3. To Hit Roll
    Roll DEX or Melee skill to hit whichever is appropriate. Difference between Rating and Roll is added to DEX to determine the 'Result'. Highest result wins combat.
    Success = velocity/accuracy correct [go to 4].
    Critical Success (usually 2% of Rating) = velocity/accuracy correct and damage x 2 [go to 5.]
    Failure = too slow, accuracy off etc. A miss.
    Critical Failure (usually 99-100 regardless of actual Rating) = fumble, drop weapon, damage self etc. DM's discretion.
  4. Dodge, Blocks and Parries
    If Dodges, Blocks or Parries have a greater 'Result' than attacker's 'Result' attack misses, is blocked or parried etc.
    If Dodges, Blocks or Parries have a lesser 'Result' but are still successful, they halve the Loss of Combat result or Wound Level.
  5. Loss of Combat
    Check the Loss of Combat table for effects.

RANGED COMBAT

  1. Declaration
    Each player declares what their character will do that round (round = 6 seconds) order is unimportant at this stage.
  2. Initiative
    Each player rolls 1D100 against their MIND to determine initiative. Character's highest ranged combat skill gives modifier of skill Rating ÷ 10 from the initiative roll. Greatest difference of roll to MIND wins initiative and goes first. Success allows declaration  to be changed moderately if so wished.
  3. To Hit Roll
    Roll weapon skill on 1D100. Difference between Rating and Roll is used to determine the 'Result'.
    Success = aim or trajectory correct [go to 4.]
    Critical Success = aim or trajectory correct + critical location struck if wished [go to 5].
    Failure = too slow, aim accuracy off etc. A miss.
    Critical Failure = fumble, drop weapon, weapon jam, misfire etc. DM's discretion.
  4. Dodge, Blocks and Parries
    If Dodges, Blocks or Parries have a greater 'Result' than attacker's 'Result' attack misses, is blocked or parried etc.
    If Dodges, Blocks or Parries have a lesser 'Result' but are still successful, they halve the Loss of Combat result or Wound Level.
  5. Damage
    Roll on hit location table unless called shot made (remember hit location damage modifiers).
    Apply weapon damage as necessary.

DUELS

FOR DRAMATIC IMPACT THIS OPTIONAL RULE MAY BE USED

Whenever a 1 to 1 (or 6 to 6) shootout occurs, then the skill ratings of the combatants are ÷ 10, rounding off. This gives a number needed on 1D10.


Example:

Player A

Throw weapons: Knife skill = 37%


Player B

Pistols skill = 67%

Player A = 37÷10 = 3.7 = 4


Player B = 67÷10 = 6.7 = 7


A rolls 1D10 = 6
B rolls 1D10 = 3

B wins and hits A



A rolls 1D10 = 4
B rolls 1D10 = 4

Both get same number: B hits A, but A also hits B doing full damage.



A rolls 1D10 = 1
B rolls 1D10 = 8

A wins and hits B

A rolls 1D10 = 2
B rolls 1D10 = 3

A did better than B and does full damage but B also hits A but for half damage.


 

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