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Firearms Chart
Melee/Brawl Charts
Rules & Sequence:
Firearms Attack
Melee & Brawling
Damage/Soak
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Vampire Combat Rules
| Most of these rules are straight out of the book or came from White Wolf's FAQ page. A few rules may have been added or modified by Dean Anderson for his Arcane World of Darkness Vampire Chronicles. |
Firearms Rules & Complications |
To-Hit: [Dex] + [Firearms] + [Accuracy of weapon]
Difficulty:
Point Blank Range: Close Range: Medium Range: Long Range: |
Within 1 yard of target.
1/2 the gun's Range #.
At or near gun's Range #.
Beyond the gun's Range #.
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Difficulty 4, damage +3
Difficulty 6.
Difficulty 8.
Difficulty 9 or 10.
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Dodge:
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Roll [Dexterity] + [Dodge] difficulty 6 (8 vs. Full-auto and Spray attacks). This requires you to use your next immediate action to dodge (or part of it if you split your dice pool). Each success reduces your opponent's attack successes by 1. After a turn in which a dodge is performed, a character's initiative difficulty is increased by 2.
Soak: click here
Attack Complications (Bonuses & Penalties):
Full Auto: adds +7 dice to hit and +2 to impact (as indicated in the 2nd sets of brackets). However, to-hit difficulty is increased by 2. You must have a Firearms score of at least 1 to employ this option properly, otherwise the difficulty is 10.
Spray: Full auto fire covering an area to hit multiple targets. It is considered a full auto attack (+7 dice, +2 impact) but the difficulty is 3+ the number of yards being sprayed. I the attack succeeds, you then choose the 1st target and assign a certain amount of your damage to that target (from 1 to 10). Then roll a die; if the result is equal to or less than the # chosen, then the # rolled + the gun's damage factor (see chart) is the actual damage inflicted, while the number rolled is the amount of damage lost from your pool. If you roll greater than the damage chosen, then no damage at all is inflicted on that target and the damage points you "risked" are lost from your pool. If, after all potential targets are gone, you wtill have potential damage points to assign, then they are wasted and not used.
3-round Burst: adds +3 dice to hit and +1 to impact (as indicated in the 1st sets of brackets). However, to-hit difficulty is increased by 1.
Aiming: Each action you spend aiming allows you to add one die to your attack roll, to a maximum of your Perception. The target may not be moving at a speed faster than a walk. So, if your Perception is 3 and you spend 3 actions aiming, you get to add 3 dice to your attack roll.
Scope: +2 to attack dice. You must spend 1 action aiming through the scope in order to have this benefit. This +2 benefit is in addition to your aiming bonus. So, if your Perception is 3 and you spend 3 actions aiming, you get to add 5 dice to your attack roll (3 for the aiming actions and 2 for the scope).
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Melee/Brawl Rules & Sequence |
(1) To-Hit: [Dex] + [Melee] + [Accuracy of weapon], Difficulty 6.
(2) Dodge/Parry: Opponent may Dodge or Parry to reduce successes.
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Dodge: Roll [Dexterity] + [Dodge] difficulty [Opponent's Dex+3]. This requires you to use your next immediate action to dodge (or part of it if you split your dice pool). Each success reduces your opponent's attack successes by 1. After a turn in which a dodge is performed, a character's initiative difficulty is increased by 2.
Parry: Use a melee weapon, roll [Dexterity] + [Melee] + [Weapon's Parry Bonus], difficulty [Opponent's Melee + 4]. Every success reduces your opponent's attack successes in Melee or hand-to-hand combat by 1. You may even parry against a brawling attack.
(3) Damage:
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Brawl Damage: = [Maneuver Damage] + [Potence]
Melee Damage: = [Weapon Dmg] + [Pot] + [# attack successes]
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Soaking Damage |
Normal Damage:
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Roll [Stamina] + [Fortitude] + [Armor], difficulty depends on the Impact.
Aggravated Damage:
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Fortitude, and only Fortitude,
can be used to soak aggravated damage, including damage from wolf claws
and vampire bites. You don't have Fortitude, you're SOL.
Well, unless you're wearing armor, which I think should be able to add
its soak rating against "physical" aggravated damage (wolf
claws, etc.), but not against "energy/mystical" aggravated damage
(fire, sunlight, etc.).
So, a vampire with Stamina 4, Fortitude 2, and Class One body armor has
seven dice to soak bullets, three dice (Fortitude + armor) to soak werewolf
claws, and only two dice (Fortitude) to soak fire.
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