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Rules: Combat


whitedot.gif (109 bytes) The single great constant to role-playing games is combat. There will be opponents in your path who can be dealt with in no other way. For this reason the combat rules of any role-playing game are always important. This game is no exception.

Although we present an entire section on combat it should be noted that combat skills are no different than any other skill. The skill percentages are obtained exactly like a non-combat skill. The only difference is the amount of detail we have gone into. Feel free to go into as much detail with, say, pilot skill if you happen to be running fighter aces during the Battle of Britain. Much to our regret it would be nearly impossible to provide as detailed rules for each skill. The rule book would be huge and full of information that would be rarely used.

We hope that by understanding the combat rules, you will begin to see ways in which the concept of skill percentages and skill roll differences can be expanded to determine physical results.

Combat in ETERNAL SOLDIER can be divided into two basic areas--physical melee and missile fire. Physical melee can be considered to consist of the following aspects--basic attacks, parrying, dodging (defense), and grappling (wrestling, judo, etc.). Missile fire can be considered to consist of these aspects-- shooting, thrown weapons, and dodging (defense).

Physical Melee

Hit determination in melee is, at its most basic, simply a matter of rolling to see whether or not a player's roll on a D100 is less than or equal to the character's skill percentage in the combat skill being used. If it is, then the attacker has successfully landed a blow on the defender.

Let's assume that Grunar the Ugly has a Skill Percentage of 72 in Two- Handed Weapons, 60 in One-Handed Weapons, and 30 in the exotic combat skill of Mounted Lance. Grunar must roll a 72 or lower to hit with his two-handed Sword, a 60 or lower to hit with his long sword, and a 30 or lower to hit with his mounted lance.

In many cases a weapon will have a weapon bonus. The weapon bonus should be added to the character's chance of success in the combat skill being used. For a two-handed sword the weapon bonus is 20 so Grunar would have a (72+20) 92 to hit with his two-handed sword.

A character's chance of parrying with any given weapon is equal to the character's skill percentage with that weapon plus any weapon bonus the weapon might have. The two-handed sword has a weapon bonus of 20, so Grunar's chance to parry with his two-handed sword is (72+20) 92. When he parries he must roll a 92 or lower to succeed.

A character's defense percentage is the character's chance of dodging a blow physically. That is, it is the character's chance of successfully ducking (or jumping back, or aside, you get the idea). If we assume Grunar to have a Skill Percentage of 40 in the combat skill of Defense then Grunar must roll a 40 or below on D100 to successfully dodge a blow.

Grappling, based upon the character's wrestling or judo skill, is the technique of fighting with holds, throws, trips etc. Though like other melee skills in many respects, the effects induced by grappling are not based on damage but rather on holding the opponent. Thus it will be dealt with later, after the others are more fully explained.

In all of these cases there will almost always be adjustments to the character's chance of success. These will depend on such things as whether or not the character is attacking earlier than he or she was really prepared to, waiting for a better opening, the condition of the defender (prone, tiny, surprised, etc.), the condition of the attacker, and many other things. A chart later will sum up many of the adjustments to the character's combat percentages. For now we will look at two of the most important adjustments--Quick Attacking and Setting Attack.

Quick Attack

You will recall from the initiative section how it is determined precisely what segment a character acts in. You will also recall that it was mentioned that it is possible to adjust this segment forward, albeit at a price. This is where we will discuss that phenomenon, known as Quick Attacking.

When a character opts to Quick Attack he or she is opting to act before the segment in which the character's next action was supposed to take place. When a character quick attacks consult the chart below to find the penalty he must take on that attack

Segments Early












Grunar is using the two-handed sword he has a 92% chance of hitting with. He is scheduled to attack in segment 27, but decides that he will Quick Attack, swinging in segment 24. He is swinging 3 segments early, so his adjustment is -60. Grunar has a (92-60)= 32% chance of hitting now.

A character cannot Quick Attack in a way that will result in the character acting in the same segment as the character's last action, or earlier than the character's last action. If a character's last action was in segment 13, character's next action CANNOT take place earlier than segment 14.

Set Attack

This is basically the opposite of Quick Attack. A character may wait beyond the segment in which he or she was scheduled to act. For each segment beyond the segment in which the character was scheduled to act the character will gain a bonus of 10 on his or her percentage. If Grunar is scheduled to attack on 17, and waits until segment 19, DOING NOTHING ELSE DURING THIS TIME, he will gain a bonus of 20 on his next attack. In Grunar's case this will result in a percentage of (92+20)=112 on his next attack.

The maximum that can be gained with Set Attack is a bonus of +50. If a character is hit or otherwise disturbed during the setting of an attack the bonus is lost. Set fire takes a reasonably high degree of concentration and can not be accomplished while walking or running.


Characters may use their weapons to deflect blows that would otherwise strike. The character's basic chance to do this is the character's skill percentage in whatever weapon he is parrying with.

A character may opt to attempt to parry a blow that has been determined to have successfully hit by simply stating the intention to parry. If the parrying character is parrying before the segment in which he or she is ready to attack, a minus is applied to the character's percentage just as if the character had quick attacked (this is, in fact, a "quick parry"). If the parry is successful the blow does not strike the character. Whether the parry is successful or not, initiative is refigured for the parrying character just as if he or she had attacked in that segment.

If the parry takes place after the initiative segment in which the character was scheduled to attack no bonus is added to the character's chance to parry the blow. (You can't "set parry" on a blow that hasn't arrived yet.)

A character that has opted to parry a blow may not opt to dodge that same blow.

Note that a character that opts to parry a blow should announce that option before damage for the blow has been determined.

It is not possible to parry blows from behind.

All combat percentage adjustments from the combat adjustment chart apply to parrying.

Some Examples: A character is planning to attack and he will be ready to do so in segment 17. A blow is determined to have struck the character in segment 15. The character may opt to parry this blow. Since this is two segments before the character was prepared to act, the adjustment to the character's chance of successfully parrying the blow would be -30. After attempting to parry the character would refigure initiative as if he had attacked in 15.

Assuming that a character that was intending to attack in 17 is attacked in 17 and opts to parry instead of attacking no minus is applied to the character's chance of parrying. If the character waits beyond 17 (perhaps he or she is setting attack) he or she would gain no bonus to the chance of parrying the blow. Of course, the character refigures initiative after parrying the blow.

NOTE: If the parry is successful, DON'T CHEER YET! Even when a parry is successful the attacker should roll damage. If the damage rolled is greater than the maximum amount of damage the PARRYING weapon is capable of dealing, the PARRYING weapon breaks. For instance, if a foil is being used to parry a longsword, the attacker rolls damage. The attacker deals 11 points of damage. The maximum amount of damage a foil can deal is 8, so it has been broken by the blow. Any remaining damage (in this example 3 points) is taken by the defender.

Shields may also be used to parry. Skill in using shields is a separate skill from any other (though everyone has a base in it). Parrying with a shield is just like parrying with a weapon. Each type of shield has its own speed class and bonus. Parrying with a shield does not give the character an extra action; it is handled just like a weapon in the off hand (see below).


A character's chance of dodging a given blow is determined by the character's Defense skill percentage. In any situation in which the attacker's swing has been determined to have hit the defender may opt to dodge. Dodging may be considered to be a Speed Class IV action for the amount of time it takes to be prepared to dodge. For instance, a character with an agility of 13 would require 3 segments from his or her last action to be fully prepared to dodge. When 3 segments have passed since the character's last action the character may roll against his or her defense percentage at no minus from the chance of success. If the dodge is being attempted prior to the time when the character would be prepared to dodge reduce the character's defense percentage just as if the character were attacking early. Ergo, a character dodging 2 segments prior to the segment in which he would be prepared to dodge would suffer a minus of -30.

For example, our character with the agility of 14 has a defense of 32.5. The character's last action was in segment 13, and the character is planning to attack in segment 18. The character will be prepared to dodge however in segment 16. Let's assume the character is attacked in segment 15. Were the character to opt to parry, he would be acting 3 segments early, as his weapon will not be fully poised until segment 18. But if the character dodges he is only dodging 1 segment early. The character would suffer a penalty of -60. The penalty for "quick dodging" however would only be -10. So our character with the 32.5 defense would only need to roll a (32-10)=22 or lower to dodge the blow.

Like parrying the character must opt to dodge when he knows a blow will be successful, but before damage has been determined.

If the roll is less than equal to the character's defense percentage the blow misses and no damage is taken.

The character's initiative is refigured from the segment in which the dodge is attempted, whether it is successful or not.

It is possible to dodge an attack from behind if the dodger knows the attack is coming. All adjustments from the combat adjustment chart apply to dodging. An awareness roll might be made here.

When fighting multiple opponents, you'll be well warned to remember that you might parry or dodge the attack from one opponent only to be wide open to another attack next segment. Use your head to plan whom you parry or dodge, and when.

Critical Hits and Fumbles

If the skill roll for any attack, parry or dodge is a critical success or fumble, consult the appropriate charts and apply the given results. These charts only apply to melee combat.

Dodging or Parrying Critical Hits.

Critical hits cannot be dodged or parried by a normal dodge or parry. A successful Dodge or Parry reduces a critical hit to a normal hit. A critical Dodge or Parry is required to completely avoid a critical strike.

Critical Melee Attack




Defender's preparation foiled


Defender stunned 1 segment


Defender stunned 2 segments


Defender stunned 3 segments


Defender stunned 4 segments


Defender stunned 5 segments


Defender must make will roll vs. falling


Ignore armor


Break arm (roll for which one)


Break leg (roll for which one)


Double damage


Triple damage


Quadruple damage

Critical Parry




Attacker's defense at -10%*


Attacker's defense at -20%*


Attacker's defense at -30%*


Parrier may attack one segment early


Attacker's defense at -40%*


Parrier may attack two segments early


Attacker's defense at -50%*


Parrier may attack three segments early


Attacker drops weapon


Roll damage on attacker's weapon. Does it break?


Roll Twice

Critical Dodge




Attacker stumbles (Class I action to regain balance)


Attacker stumbles (Class II action to regain balance)


Attacker stumbles (Class III action to regain balance)


Attacker stumbles (Class IV action to regain balance)


Attacker stumbles (Class V action to regain balance)


Attacker makes agility roll vs. falling


Attacker's defense at -10%*


Attacker's defense at -20%*

Fumbled Melee Attack




Attacker stumbles (Class I action to regain balance)


Attacker stumbles (Class II action to regain balance)


Attacker stumbles (Class III action to regain balance)


Attacker stumbles (Class IV action to regain balance)


Attacker stumbles (Class V action to regain balance)


Attacker makes agility roll vs. falling


Attacker drops weapon


Roll double damage on attacker's weapon. Does it break?


Attacker does normal damage to self.

Fumbled Parry




Defender's defense at -10%*


Defender's defense at -20%*


Defender's defense at -30%*


Defender's defense at -40%*


Defender's defense at -50%*


Drop weapon


Defender makes agility roll vs. falling


Defender takes double damage

Fumbled Dodge




Defender's defense at -10%*


Defender stumbles (Class I action to regain balance)


Defender's defense at -20%*


Defender stumbles (Class II action to regain balance)


Defender's defense at -30%*


Defender stumbles (Class III action to regain balance)


Defender's defense at -40%*


Defender stumbles (Class IV action to regain balance)


Defender's defense at -50%*


Defender stumbles (Class V action to regain balance)


Defender Makes agility roll vs. falling


Defender falls


Defender takes double damage

* This adjustment applies next segment. Reduce the amount by 10% each succeeding segment until it's zero.


Let's bring back Aknar and Beauregard. We'll change their stats around this time, and flesh them out as more complete characters. We won't be worrying about damage; let's just watch the way the initiative and combat systems tie together.

Aknar has a STR of 15, and AGI 15, and a DEX of 13. He carries a long sword at his side. He has (with his base) 11 skill points in One- Handed Weapon, for a Skill Percentage of 78.1. With the weapon bonus of 15 for a long sword he normally has a (78+15)=93% chance of hitting. He also has (with his base) 9 skill points in basic Hand-to-Hand, for a skill percentage of 63.9. Aknar also has 10 skill points in Defense, for a percentage of 75.

Beauregard carries a two-handed sword. He has a STR of 17, an AGI of 8, and a DEX of 12. His 14 skill points in Two-Handed Weapon, give him a percentage of 79.8. With the weapon bonus of 20 for a two-handed sword he normally has a (79+20)=99% chance of hitting with is two-handed sword. He also has a dagger. He has 10 skill points in One-Handed Weapon, for a total of 57 as a skill percentage.

Segment 0 arrives as the characters draw their weapons. Aknar has a Draw Class of VI on his long sword, so he will have it drawn on segment 4. Clumsy Beauregard will have his clumsy Two-handed sword drawn on segment 11, due to its slow Draw class of IX.

Aknar has a Speed Class of VII on his long sword, so his attack will take 5 segments. He will be able to attack on segment 9. He does so. He rolls a 42, which is less than his 93% chance of hitting. "Ouch," says Beauregard, relieved that we're not paying attention to damage.

As segment 11 rolls around Beauregard finally gets his two-handed sword out and prepares to attack. Since his two-handed sword is Speed Class IX, it requires 11 segments to prepare an attack. He will be prepared to attack in segment 22.

In segment 14 Aknar decides to hold his attack preferring to set attack for a while and take aim on Beauregard's neck. He sets attack for two segments (he knows Beauregard won't be ready to attack until 22), and gets a +20 to his chance of hitting in segment 16 for a total of 98%. Beauregard breaks out in a cold sweat. Aknar swings with a roll of 03, for a critical hit. Beauregard, knowing it would now require a critical dodge or parry to avoid the blow, decides to risk the damage and save his attack. Aknar gets a 75 on the Critical Hit table: "Attack two segments early next time." This means that Aknar, who would normally be prepared to attack on segment 21 next, will now be prepared on segment 19. Beauregard is now wounded even more.

When segment 19 arrives, Aknar doesn't attack, choosing to set attack once again.

Beauregard was not really going to be ready to attack until segment 22, but he's seen the way this is going. He's been hit twice and hasn't even swung yet. He decides to Quick Attack two segments early, in segment 20. This means he will be attacking at -30 to his chance of hitting. He now has a (99-30) 69% chance of hitting. He makes his swing, rolling a 91, missing. It's never pretty to see a grown barbarian cry.

"That's it!", Beauregard says, throwing his weapon down in segment 21. He reaches for his dagger. The dagger has a Draw Class of III, so it will take Beauregard 4 segments to draw the weapon. He will have the dagger drawn in segment 25.

In segment 21, Aknar swings rolling a double 00, 100, a fumble. (Oh my, how convenient for the authors.) He rolls on the fumble chart and finds that he drops his weapon. Picking up a weapon at his feet is a Speed Class VIII action. It will take Aknar 5 segments. He will have his weapon back in segment 26.

Segment 25 arrives and Beauregard has his dagger out. It has a Speed Class of IV, so it takes Beauregard 5 segments to prepare it. He will be ready to swing in segment 30.

Segment 26 is here, and so is Aknar's weapon. He begins to prepare his swing, and it will be prepared in segment 31.

Segment 30. Beauregard has a One-Handed weapon percentage of 57, and the dagger has a weapon bonus of 5. He has a total chance to hit of 62. He rolls a 10, his first hit of the fight. Aknar decides to parry. He is parrying one segment prior to the time in which his weapon would have been prepared (31) so his parry is at -10. He gains his weapon bonus of 15 to his chance of parrying. His total chance to parry is (78+15- 10)=83. He rolls a 21, deflecting Beauregard's blow. Beauregard will be ready to attack again in 35. Aknar refigures initiative from the time in which he parries, and finds that he too will be able to attack in segment 35.

The characters swing simultaneously in segment 35. Aknar rolls a 39, hitting. Beauregard rolls a 97, fumbling. From the fumble chart he finds that he falls.

Completely depressed, Beauregard surrenders and Aknar walks off with the spoils -- The Dick Tracy decoder ring.

The Off Hand's Actions

Characters often use a weapon in each hand (or perhaps a weapon in one hand and a shield in another). The use of the left (off) hand does not give the character an extra attack. Rather, it gives him another attack option. Usually (though not necessarily) a smaller weapon will be used in the off hand which will mean that it can attack quicker but if it is used it will be at the expense of an attack with the main weapon. The off hand attacks (or parries) at -10% and is one segment slower than what the normal hand would normally be with the same weapon. Time spent preparing for an attack is applicable to an attack with either hand.


Ardo Mark is in the middle of a fight with a big guy with a big sword. He last attacked and hit on segment 21. The big guy tried to parry but didn't, taking a hit in the chest from Ardo's long sword. Unfortunately the big guy is still up and Ardo has seen that the big guy will attack before Ardo normally would with his long sword. So instead, Ardo lashes out with the dagger he has in his left hand on segment 24 and lays the big guy out.

Missile Combat

Like physical melee, missile combat is basically a matter of rolling against the character's combat percentage with a particular weapon in order to determine whether or not the shot was successful. There are fewer options in missile combat for the character to choose from. Characters may only react to being shot at with defense (trying to duck) or attacking.

Several adjustments affect the chance of the attacker hitting with a missile weapon. Just as in physical melee a chart is included summing many of the pluses and minuses that act on the attacker's percentage when firing a missile weapon.

Also, as in physical melee, characters may Quick Attack and Set Attack. The rules for arriving at minuses for Quick Attacking or pluses for Set Attacking are exactly the same as those in physical melee.

A Note About Bows

Keep in mind that the act of firing a bow is the compilation of several actions. The steps and the amount of time they take can be misleading. While it may seem that bows fire amazingly fast it should be remembered that it is necessary to reload the bow between each shot. Quick firing will not allow the bow to be loaded any faster, and should not be attempted until this action is completed.

A Note About Automatic Weapons

As described in the initiative section, automatic weapons can be fired continuously once the trigger is pulled. When firing an automatic weapon this way there is a -10 to the character's chance of hitting with the weapon for each round fired beyond the first. On the second shot the character has a - 10, on the third a -20, on the fourth a -30, and on the fifth shot a -40. The weapon will then continue to fire at -40 until the Speed Class of the weapon is taken to release the trigger and reaim the weapon. Bear in mind that these minuses are for each SHOT fired from the weapon, not for each segment it is fired. Most automatic weapons will be firing at -40 by the end of the first segment in which they are used.


The range of the target will modify the roll to hit. On the missle fire their are modifiers based on a percentage of the effective range of the weapon being used. 100% of the effective range is equal to the effective range, 50% is half, 200% is twice the effective range.


Minuses are applied when either the target or the firer is moving. Determine the number of degrees the firer must adjust between the beginning and end of the segment in which he or she fires, and this is the amount the firer must subtract from his or her chance of hitting. This really need only be considered where one or both of the combatants is in a vehicle. Consider that also that figurines are very useful where this becomes necessary.

A Note About Thrown Weapons

Thrown weapons are missile weapons that are launched by, well, throwing them. (OK, so you figured that out.) The Speed Class of the thrown weapon is the amount of time taken to aim, wind up, and heft the weapon. Some weapons will be listed as both thrown weapons and melee weapons. Spears, for instance, can be thrown or used in melee. Use thrown weapon stats when the item is being thrown, and melee weapon stats when the item is being used in melee.

A Note About Shotguns

Shotguns fire many small pellets at the target. A shotgun is considered to deliver explosive damage to the target. The damage a shotgun deals to a target decreases as the range to the target increases. For every 50% of the effective range that the shot has to travel reduce the damage dealt by the weapon by one D10. Shotguns suffer no minuses to hit beyond their effective range.

Dodging Missile Weapons

As in physical melee the character has the option to attempt to dodge missile weapons. When applied to missile weapons this does not so much refer to dodging bullets and arrows as it does to leaping out of the line of fire as the trigger is pulled or the string is released.

When a character is aware that a shot is being fired at him he has the option of dodging. The major difference between dodging missiles and dodging in melee is that the character must attempt the dodge BEFORE IT HAS BEEN DETERMINED WHETHER OR NOT THE SHOT HITS.

When a character opts to quick dodge, adjustments are applied to the character's initiative just as in physical melee.

In order to dodge thrown weapons, the player must roll below HALF of his defense skill. For example, a character with an 82 defense must roll a 41 or lower to dodge thrown weapons.

In order to dodge bows or crossbows, the player must roll below ONE- QUARTER of his defense skill. For example, a character with an 82 defense must roll a 20 or lower to dodge bows or crossbows.

In order to dodge gun or beam weapons, the player must CRITICAL on his defense skill. For example, a character with an 82 defense must roll a 8 or lower to dodge gun or beam weapons.

When a dodge is successful, the shot will miss.

The attacker may not cancel the shot on the basis of the success or failure of the dodge. The shot must be made even though a successful dodge means it will miss.

As in physical melee a character that attempts to dodge must refigure initiative from the segment in which the dodge was attempted, whether the dodge is successful or not.


When used against missile weapons shields are considered to provide cover to the degree to which they cover the character's body.


Alan Arasmus, the Crooning Cowpoke, and Bad Bob Brogan are facing off at either end of a street. Tumbleweeds blow through the empty alleys of Dodge City, vacated by the citizens who know better than to be outside today.

Arasmus has an AGI of 13 and a DEX of 12. He has 8 skill points in One-Handed Missile Weapons, for a skill percentage of 48. He carries a Colt revolver, Draw class of III, speed class of IV. He is also a bit of a weapons technician, and behind his back he carries a little device he's built. He's thinking of calling it an Uzi. (Well, it is only an example after all.)

Brogan has an AGI of 10 and a DEX of 15. He has a personal affinity for bows, and has 8 skill points in archery, for a percentage of 60. He has 6 skill points in One-Handed Missile Weapons, for a percentage of 45.

They move into the street at 60 yards apart. They wait patiently for the music to end, as they watch each other cooly. The moment of truth comes, and they draw.

Brogan goes for his bow, as Arasmus whips out his Colt. Brogan will have his bow out on segment 7. Arasmus will have his revolver out on segment 2.

Segment 2 arrives and Arasmus has his revolver out. With its speed class of IV He'll be prepared to shoot in segment 5.

Segment 5 arrives. Arasmus watches Brogan scrabbling pitifully to draw his bow, and decides to set fire for a while. He begins to take a careful aim.

In segment 7 Brogan has his bow out and begins to load it. Arasmus watches for him reaching for an arrow down the sight of his gun. Brogan will be loaded in segment 12.

By segment 10 Arasmus has been setting fire for 5 segments and has achieved the maximum bonus possible for set fire, +50. Arasmus has nothing more to gain from continued set fire, so he decides to shoot. He has a -20, due to the range at which they are shooting, so his total chance to hit is now (48+50-20)=78. He shoots, rolling a 68, hitting. There would be a good chance that this shot would kill Brogan normally. This is supposed to be an example, though, and you wouldn't learn much if Brogan got his brains blown out with the first shot, so we'll assume it was just a flesh wound. Arasmus will be prepared to shoot again in segment 12.

In segment 16 both characters are prepared to shoot. Arasmus has been setting fire for 4 segments now, for a total of +40 on his shot. Arasmus has a total of (48+40-20)=68 on his chance to hit. He rolls a 72, missing. Brogan fires simultaneously. His minus for range with the bow is -40, so Brogan's chance to hit is (60-40) 20. He rolls a 13, hitting. The arrow sticks in Arasmus, wounding him. Arasmus doesn't have too much to worry about however, as this is a combat example and neither combatant has read the damage section of the rules yet.

Both characters realize that the end of the initiative example is getting near and the haven't yet used their favorite weapons. In segment 17 each character drops his weapon.

In segment 18 Brogan goes for his Luger as Arasmus goes for his Uzi.

Arasmus will have his Uzi (Draw Class V) out in segment 22. Brogan will have his Luger out in 21.

In segment 21 Brogan has his Luger out, has seen the Uzi, and decides to take the Class I action of going prone.

In segment 22 Brogan is prone and Arasmus has his weapon out. Both begin to prepare their weapons. Brogan will be fully prepared in segment 25.

Arasmus will be prepared in segment 24.

Arasmus demonstrates automatic fire in segment 24. The adjustment for the Uzi at this range is +10. The minus for Bad Bob Brogan being prone is -20, so the result is (48+10-20)=38. The Uzi fires 5 rounds per segment on automatic. Arasmus rolls a 78 with the first shot, missing. The second shot on automatic is at -10, so Arasmus now has a 28% chance to hit. He rolls a 46, missing. The third shot is at -20, so he has an 18% chance to hit, and he misses with a 61. He misses his 8% chance on the fourth shot with a 22. The maximum minus for firing any automatic weapon on automatic is -40, and Arasmus is now at it. In actuality he would have a negative percentage, but an 01 always hits, so he can hope for that. He chooses to save the cost of a bullet and stop firing. He will not be able to fire at his normal percentage until he stops and waits until he is fully prepared to fire. He will be prepared in segment 26.

Segment 25. Brogan sets fire.

In segment 26 Brogan fires. The luger has a -10 at this range. Brogan has a (48-10+10)=48% chance to hit at this range. He rolls a 51, missing. Arasmus sets fire. Brogan will be prepared to fire again in 29.

In segment 28 Brogan quick fires. He is firing one segment early so his chance to hit is now (48-10-10) 28. He rolls a 32, missing. Arasmus has set fire for 2 segments and now has a (48+10-20+20)=58% chance to hit. A 96 misses. He no longer gains his set fire bonus, so with the second shot he is back to 28, just like he was on the second shot before. A 79 misses. With the 18% chance on the third shot he rolls a 91, missing, and on the fourth shot at 8% he rolls a 48, missing. He decides to stop firing again. He will be prepared to shoot again in 30.

Segment 29 arrives as Arasmus decides get closer. In the first segment only half of possible movement is allowed, and Arasmus only wants to move half of his maximum speed so he can continue to prepare his weapon, so Arasmus is moving one-fourth speed. He moves (13/4)=3.25 (let's round that to 3) feet forward in the first segment of movement.

In segment 30 Arasmus no longer has the penalty for the first segment of movement. He is now traveling half speed so he can prepare his weapon. He will continue to travel at half speed (6 feet per segment), until he is close enough to be satisfied. He has traveled 9 feet so far, so he and Brogan are 57 yards apart now.

In segment 31 Brogan sets fire. Arasmus is still moving.

In segment 32 brogan fires. He has a bonus of +10 for setting fire for one segment. Arasmus is 53 yards awy, so Brogan is still at -10 with the Luger. His chance of hitting is 45. He rolls a 69, missing. (Pitiful, ain’t it?) Brogan will be prepared again in segment 35.

In segment 34 Arasmus has been setting fire since segment 30. He has a bonus of +40. He is now at 49 yards and has a bonus of +30 for range. Brogan has decided to quick fire one segment early. He no longer has a -10 at this range. Arasmus is still moving as he fires, so he is at -50 for moving at fifty percent of his maximum.. His final chance to hit with the first shot is (48+40+30-50-20)=48. He rolls an 05. Brogan dies (well we don't know that yet but it's seems likely), but still gets to shoot as they are firing simultaneously. Arasmus stops shooting, not wishing to waste lead on a doomed opponent. Brogan's last shot brings a result of (45-(1 segment quick fire)10)=35. He rolls a 96, missing miserably. He dies, it's over. Fade to black.

Combat Modifiers

Modifiers to the Attack Percentage



Defender surprised/not defending


Defender stunned


Defender prone


Rear attack on defender


Defender larger than attacker


Defender twice size of attacker


Defender half size of attacker


Defender mounted


Defender moving


Set attack

+ var.

Quick attack

- var.

Note that adjustments are ALWAYS on the attacker's percentage.

Adjustments to Missile Fire Percentage



Defender moving (except towards or away)

-1 per 1mph

Defender covered 25%


Defender covered 50%


Defender covered 75%


Defender covered 90%


Automatic weapons (see above)

-10 to-40

Mounted weapon


Attacker moving

-1 per 1mph

Attacker mounted and moving


Target within 10% eff. range


Target @ 11-25% eff. range


Target @ 26-50% eff. range


Target @ 51-75% eff. range


Target @ 76-100% eff. range


Target @ 101-125% eff. range


Target @ 126-150% eff. range


Target @ 151-250% eff range


Target @ more than 400% eff. range


Scope (Set fire only) Doubles eff. range of weapon

 Next: Damage

All Content 1986-2001 Tai-Gear Simulations

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