Forward Assault Holding Ground Firing From Concealment Hail of Gunfire Deliberate Fire Keeping Low Profile

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CASCADE FAILURE RPG

BONUS AND PENALTY FACTORS FOR ALL TESTS


BONUS

PENALTY

-1

-2

-3

-4

-5

TACTICAL COMBAT STYLES


LEVEL

BONUS

CL

PENALTY

-2

-2

-1

-1

TACTICAL COMBAT STYLES


FORWARD ASSAULT

HOLDING GROUND FIRING FROM CONCEALMENT HAIL OF GUNFIRE DELIBERATE FIRE

KEEPING LOW PROFILE

BONUS

DAMAGE

TO HIT

ARMOR CLASS

DAMAGE

TO HIT

ARMOR CLASS

PENALTY

ARMOR CLASS

ARMOR CLASS

DAMAGE

TO HIT

DAMAGE

TO HIT

ATTRIBUTE DAMAGE
1

10

STR

STR

DEX

DEX

CON

CON

CON

INT

WIS

CHA

ARMS

LEGS

HANDS

FEET

CHEST

STOMACH

BACK

HEAD

EYES/EARS

FACE

COMBAT NOTES
ACTING WHILE INJURED: SAVE VS PAIN AT A PENALTY = TO ALL TEMPORARY ATTRIBUTE DAMAGE
BLEEDING OUT: WOUNDS THAT DEAL MORE THAN 3 POINTS ATT DAMAGE BLEED. DEATH AFTER 15 MINS./CON POINT REMAINING.
CRIPPLED/SEVERED LIMBS: WOUNDS DEALING MORE THAN 5 POINTS ATT DAMAGE TO A LIMB CRIPPLE IT. INT/WIS/CHA = COMA.
CRIPPLED/SEVERED LIMBS: WOUNDS DEALING MORE THAN 7 POINTS ATT DAMAGE TO A LIMB SEVER IT. INT/WIS/CHA = DECAPITATION
FIRING MODE RULES (UNTRAINED)
SINGLE ACTION

SEMI-AUTOMATIC

AUTOMATIC

NO BONUS/NO PENALTY

+1 DAMAGE DIE/-3 PENALTY

-+2 DAMAGE DICE/-5 PENALTY

GRENADE SCATTER:
BACK AT OF DISTANCE THROWN

PERPENDICULAR 1/8 OF DISTANCE THROWN

1 AND 2
3 and 4
GRENADES/ROCKETS THAT DEAL DAMAGE
WITHIN 10m = FULL DAMAGE
11m-20m = HALF DAMAGE

FURTHER AWAY DISTANCE THROWN


5 and 6
21m-25m = QUARTER DAMAGE

CASCADE FAILURE RPG


MOVEMENT SPEEDS:
MOVEMENT SPEEDS ON FOOT = HIKE A # OF km/DAY = CON PENALTY FOR TERRAIN ANIMALS 2x OR 3x CON IN km/DAY
ENCOUNTERS (INTENTIONS):
1 = LOOKING FOR HELP
2 = EAGER TO INTERACT 3 = CAUTIOUS: SURPRISE 4 = CAUTIOUS: WEAPONS OUT 5 = AVOIDANCE/RETREAT
6 = AVOIDANCE/RETREAT 7 = AVOIDANCE/RETREAT 8 = ATTACKS/STALKS

9 = ATTACKS AFTER PREP

10 = ATTACKS

ENCUMBRANCE: 3x STR = MAXIMUM WEIGHT TO CARRY AND STILL MOVE STR = WEIGHT COMFORTABLY CARRIED
-1 HIT POINT PER MULTIPLE OF STR ABOVE COMFORT LEVEL PER HOUR UNTIL HP's ARE AT 0 = COLLAPSE AND FALL UNCONSCIOUS
DAILY SUSTENANCE: FOOD 1 RATION/DAY TO SURVIVE AND A # OF RATIONS = TO STR (ROUNDED DOWN) IN ORDER TO HEAL NORMALLY
WATER 1 DRINK/DAY IN ORDER TO HEAL NORMALLY
SEARCHING FOR WOOD AND WATER: ASSIGN 2 DICE VALUES (1 FOR FOOD/1 FOR WATER) . A FULL DAY OH HUNTING ALLOWS ROLL.
SWIMMING: STR OR DEX TEST IF WATER IS DANGEROUS. ENCUMBRANCE IS APPLIED AS A PENALTY.
SLEEP: 6 HOURS SLEEP/DAY. IF LESS LOWER ALL ATTRIBUTES BY 1 FOR THE NEXT DAY. IF LESS FOR 2 DAYS, LOWER ALL ATTRIBUTES BY 5.
EACH SUCCESSIVE DAY AFTER THAT = -4 CUMULATIVE PENALTY. IF STR, DEX, OR CON REACH 0, CHARACTER FALLS ASLEEP. UNTIL GM STATES.
IF INT, WIS, OR CHA REACH 0, CHARACTER IS TEMPORARILY INSANE (GM CONTROL) UNTIL ALL ATTRIBTES >0.
CORE BOOK LOCATIONS:
TOXINS AND DRUGS: SEE PAGE 53
EXPLORING A SITE: SEE PAGE 54
FOOT COMBAT: PAGE 55
UNDERSTANDING TECHNOLOGY: PAGE 58
VEHICLE RULES: PAGE 71
VEHICLE COMBAT: PAGE 72
GIFTS: PAGE 86
FOOT COMBAT (6 SECOND ROUNDS 2 STEPS)
TAKING ACTIONS: LOWEST DEXTERITY ACTS 1ST TO HIGHEST DEXTERITY LAST. MAKE SAVES VS PAIN IF REQUIRED
APPLYING DAMAGE: ONCE ALL ACTIONS HAVE BEEN TAKEN AND ALL DAMAGE ROLLED, IT IS APPLIED SIMULTANEOUSLY.
COMBAT ACTIONS: ATTACK/DRAW & ATTACK/MOVE & ATTACK/MOVE/USING AN ABILITY/PARRY/DODGE/HOLD/CHARGE/
GRAPPLE/RELOAD MAGAZINE/SURRENDER
VEHICLE COMBAT MECHANICS: SAME METHOD AS FOOT COMBAT EXCEPT ACTIONS
(ATTACK/CONTROL/CONTROL & ATTACK/EVADE/HOLD/RAM/RELOAD/SURRENDER)

CASCADE FAILURE RPG


FIREARMS
DAMAGE

RANGE

VU's

WEIGHT

ASSAULT RIFLE

2d8

500m

400

4kg

COMBAT SHOTGUN

2d12

40m

300

4kg

HUNTING RIFLE

2d8

750m

150

5kg

MACHINE GUN

2d10

800m

500

10kg

PISTOL

2d6

50m

100

1kg

SHOTGUN

2d12

40m

175

3kg

SNIPER RIFLE

2d10

1000m

500

8kg

SUBMACHING GUN

2d6

75m

150

3kg

DAMAGE

RANGE

VU's

WEIGHT

FLAME THROWER

3d6

25m

650

25kg

FRAG GRENADES

3d8

5xSTR

40

0.5kg

GAS GRENADES

1d4

5xSTR

--

0.5kg

PLASMA GRENADES

5d10

5xSTR

120

0.5kg

ROCKET LAUNCHER

4d8

200m

700

5kg

SMOKE GRENADES

1d4

5xSTR

--

0.5kg

STUN GRENADE

1d4

5xSTR

75

0.5kg

SPECIAL WEAPONS

ENERGY WEAPONS
DAMAGE

RANGE

VU's

WEIGHT

LASER PISTOL

3d6

40m

300

1kg

LASER RIFLE

3d8

100m

600

3kg

PLASMA PISTOL

3d8

30m

450

1kg

PLASMA RIFLE

3d10

75m

1000

4kg

RAIL GUN

2d12

600m

600

4kg

CASCADE FAILURE RPG


MELEE WEAPONS
DAMAGE

RANGE

VU's

WEIGHT

AXE

1d8

--

10

4kg

BATON

1d6

--

3kg

ENERGY SWORD

3d10

--

500

2kg

KNIFE

1d4

--

1kg

SPEAR

1d6

--

2kg

SWORD

1d8

--

275

2kg

ARMOR
AC

TYPE

VU's

WEIGHT

BALLISTIC VEST

LIGHT

100

10kg

DENSE BALLISTIC VEST

MEDIUM

250

15kg

CERAMIC VEST

MEDIUM

450

20kg

DENSE CERAMIC VEST

MEDIUM

750

30kg

FIELD POWER ARMOR

HEAVY

1000

25kg

ASSAULT POWER ARMOR

HEAVY

2800

80kg

STANDARD HELMET

--

75

1kg

COMBAT HELMET

--

300

2kg

PLAYERS CAN (OF COURSE) OWN MULTIPLE ARMOR SETS AND SWITCH OUT WHEN NECESSARY IF THEY HAVE A WAY TO TRANSPORT THEM.
HOUSE RULES NOTES (RECORD ANYTHING THAT LEADS TO A NEW HOUSE RULE HERE SO IT CAN BE DEVELOPED

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