Rules of Random Encountering

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    \************************************RandomEncounters*******************************/\************************************************************************************/====================================TasksandSuccess=================================Tocompleteanynon-certaintask,usethetablebelow.Youmustrollthenumberorabovetosucceed.

    SFVeryEasy5+70/30Easy6+60/40 EvenChance7+ 50/50Hard8+40/60VeryHard9+30/70

    ====================================CharactersandSkills=============================Allcharactershavetwomainfeatures-Hitpoints(Humanstandardis7)andtheirskills.Playercharactershaveaprimaryskillandtwosecondaryskills.Theprimaryislargerbonus,andshouldbethecharactersmainfocus,forexample,asoldierhavingSmallArmsashisprimaryskill.Asecondaryskillmayormaynotbeingprofessionrelated,andrepresentseitheroutsideinterestsorotherfacetsoftheircareer.Youcaneitherdecideyourskillsbeforeyourprofession,orafter.Aprofessionhelpsgiveyourcharactersomedepth,andhelpsshapethei

    rindentityintheworld.

    ======================================ExampleWeapons=================================Assumesreasonablyrealisticcombat.Non-lethaldamagecausesknock-outs,but2xHPinnon-lethalisfatal.Allweaponscandeal1dnon-lethal,exceptthosewitha*.Thosemarkedwitha+canbeusedfordueling,withsimilarweapons.

    Name Easeofuse damage Setting-------------------------------CommonMeleeWeapons-----------------------------------Punch VerySimple 1d-2non-lethal,untrained All

    Kick VerySimple 1d-1non-lethal,untrained AllBaton Simple 1d All(readasclub)Dagger/Knife*+ Simple 1d+2 DawnofCivilisationHandaxe Simple 1d+2 DawnofCivilisationLongsword+ Average 1d+4 BronzeAgeWaraxe Average 1d+4 BronzeAgeFlail Complex 1d+5 MedievalMace/Warhammer Average 1d+3/4 BronzeAge/MedievalSpear* Simple 1d+3reach,specialattack DawnofCivilisa

    tionHalberd Complex AsspearOR2d(withaxeblade) Medieval-------------------------------CommonBallisticWeapons-------------------------------Bow Average 1d+2 DawnofCivilisationCrossbow Average 1d+3 MedievalSling Simple 1d+1 DawnofCivilisationMusket* Average 1d+51d+5w/bayonet LateMedieval

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    RifledMusket* Average 1d+51d+5w/bayonet Pre-NapoleonicSemi-AutoPistolSimple 1d+5 1900ishRevolver Average 1d+5(.32Rounds)2d(.44Rounds) 1850ishSMG Average 1d+5(Single)2d+3(burst) LateWW1Rifle(bolt/semi)Average 2d+41d+5w/bayonet mid19th/WW2Auto-Rifle Complex 2d+4x4(fourbullets) WW1MachineGun* Complex 1d+5x6(HighROF) Late19thSniperRifle*Complex(sights)3dforA-Personrounds WW1for"truesnipers"Shotgun Simple/Ave. SeeDetailedRules Variesforspecific.AssaultRifle Varies 2d+4x3(burst) Late/PostWW2RocketLauncherComplex SeeDetailedRules Varies-------------------------------ScienceFictionWeapons--------------------------------LaserPistol* Average 3d AfterRifleLaserRifle* Complex 3d+7 AfterVehicle-lasersPlasmaRifle* VeryComplex 3d+8burns1d+5foroneround AfterAdvancedLasersPlasmaPistol* Complex 3d+2burns1dforoneround AfterRifleRailGun(Sniper)*v.Complex 4dmin10 Beforelasers.RailGun(A.Rifle)*Complex 4d AfterSniperPArifle* Spc.Training6dmin15req.pwrdarmourAftermanyyears

    of*************************************************************** PA.techinspaceshipsLightsabre+ Spc.Training3dignoresarmour. Varies

    =============================DetailedrulesforWeapons===============================ShotgunThepoweroftheshotgunchangedaccordingtobothrangeandgauge.Theloadingactiondoesn'taffectthepower,butdoesaffecttheera'sitisavadiblein.

    Shottype Short Medium Long----------------------------------------------------

    Buckshot 3d 3d-4 1d-2Slug 2d6+2 2d+2 2d+2

    LoadingAction Setting----------------------------------------------------------Muzzle BetweenMusketsandRifledMusketsBreak Late19thPump WW1Lever Late19thSemi-Automatic Firstin1902Bolt Late19thFully-Automatic ModernDay

    RocketLauncherTherocketLauncherdealsmultipleattacks:1st-Explosionof20ft,5d+5,halfarmour2nd-roll9+tobehitbyanyshrapnel,debrisfor2d+3Only1d-1debrisattacksaremade.

    DuelingBladedweaponscanbeusedtoduel,whichworksdifferentlytonormalcombat.Ratherthanmakingto-hitrolls,theduelistsmakeopposedrolls.Thewinnernowmakesanattackrollasusual,butcanstillmiss.Theopposedrollsrepresentth

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    eswordplayelementofthefight,thenormalto-attackrollrepresentingtheattackofwhomeverhastheupperhand.Damageisrolledasusual.Organisedduelscanbeeithertothedeath,ortofirstblood.Duelingcanhappenduringamelee,whenbothpotentialduelistsareseperatedorsomehowexcluded,meaningtheycanonlyattackoneanother.

    =================================Armour&Shields====================================Armourworksbyabsorbingdamageequaltoit'svalueindefencelevel,&passingtherestontotheuser.Forexample,ifaWaraxedealt8damage,&thetargetwaswearingthickfurswithadefencevalueof3,theywouldonlytake5pointsofdamage.Thosewitha*onlyworkfullyagainstbullets,melee&energyweaponsonlyuse1/2this.Thosemarkedwitha+givea+1bonustofirearmto-hitrolls.

    Name EaseofUse DefenceValue Setting--------------------------------------------------------------------------------------ThickClothing VerySimple 1 AllFurs VerySimple 2 AllThickFurs VerySimple 3 AllLeather Simple 4 VeryearlycivilisationChainMail Simple 5 ClassicalBandedPlate Average 6 Classical

    FullPlate Complex 7 MedievalBreastplate Average 5 Widelyusedduring16thC.Leather Jacket Simple 2 Varies21stC.Combat Average 6* 21stC.AdvancedC.SuitComplex 7*+ After21stCcombatresearchSpacesuit Complex 2sealed AfterspaceflightEarlyPowered Complex 8slowsuser+VaccuumArmourVeryComplex 7sealedFullPwrdArm.VeryComplex 10sealed+

    Shieldsworkinasimilarmanner,butwithanimportantdifference:Theycanonl

    yabsorbdamageonce,&arethenrendereduseless.Theyhavemuchhigherdefencevaluesbecauseofthis,butmustbereplaced.ThetotaldefencevalueisworkedoutbyShieldshapexmaterialvalue

    Shape EaseofUseDefencevalue Material DefenceValue--------------------------------------------------------------------------------------Buckler Simple 5 Wood 2Round Average 7 Hide 2.5Kite Average 8 Metal 3Square Average 9 Plastic 3Tower Complex 10