Wik
First Post
Hey. These are just some rules I quickly wrote up in response to the idea that characters in d20 modern should be able to respond to things like Grenades, people moving out of cover, and whatnot. I'm hoping some of you can take these rules apart - keep in mind that they're being written for a smaller group, so they're not being written for publication or anything. Also, they use the d20 modern rules, but with classes designed by yours truly (mutations, too).
Combat Reactions
During combat, people have to react to situations quickly – dodging nearby grenades, ducking behind cover, and falling to the ground as bullets buzz overhead. The Combat Reaction rules here cover such behaviour.
What a Combat Reaction Is
Characters take combat reactions during the actions of other characters in the game. Combat Reactions can be made in several events:
Firing at an Enemy – a character can make a single attack against an enemy as a result of that enemy’s move.
Grenades – a character can make a reaction to a grenade that lands nearby.
Move – a character can take a single 5 foot step in response to an enemy’s attack.
Prone – a character can go prone as a combat reaction in response to an attack by an enemy.
In all situations, a character makes a combat reaction, which is resolved before the enemy’s action. Taking a combat reaction always costs an action point, and usually has another penalty associated with it (typically a loss of a move or attack action in the character’s next turn).
Characters cannot take combat reactions when flat-footed.
Characters can take combat reactions against combat reactions. For example, if a character took a five-foot step in response to a grenade attack, and thus opened himself up to a shot from an enemy that was previously unable to see him, than that enemy could take a combat reaction shot against the character.
Firing at an Enemy
If an enemy that was previously unable to be fired upon (for whatever reason) becomes a valid target (i.e., seen by the character and within attack range), the character can take a single shot against the target as a combat reaction. The character must fire whatever weapon is currently in his hands, and fires it in whatever mode it is currently set on (thus, a character could make an autofire attack as a combat reaction). In any case, the character suffers a –4 penalty on his attack when firing as a combat reaction.
If the enemy moves out from total cover and is fired upon as a combat reaction, he is considered to have partial cover for purposes of resolving reactionary fire taken upon him.
Firing as a combat reaction costs an action point. In addition, the firing character can only take a single action (either a move or attack action) in his next turn.
Grenades
If an enemy throws a grenade, all characters within 30 feet of where the grenade lands are able to take a single 5 foot step (presumably away from the grenade’s blast radius). Moving in such a manner costs an action point and a move or attack action in the character’s next turn.
Move
A character can take a single five foot step when being fired upon. The character can take this move to get behind better cover, for example. A character that moves from one degree of cover to another uses the average AC and save bonuses from those sources as cover. For example, a character that moves from One-Quarter cover (+2 AC, +1 Reflex) to One-Half cover (+4 AC, +2 Reflex) would gain a +3 bonus to his armour class, and a +1 bonus on all reflex saves. In any case, a character cannot gain total cover from a five foot step made as a response to an attack.
Concealment bonuses also use this averaging of results rule.
A character cannot take a five foot step in difficult terrain.
Moving in response to an attack costs an action point and a move or attack action in the character’s next turn.
Prone
A character can go prone as a combat reaction at any point. If going prone would put him in a situation of total cover, instead take an average of his degrees of cover, as detailed above.
Going prone as a combat reaction costs an action point.
Combat Reactions
During combat, people have to react to situations quickly – dodging nearby grenades, ducking behind cover, and falling to the ground as bullets buzz overhead. The Combat Reaction rules here cover such behaviour.
What a Combat Reaction Is
Characters take combat reactions during the actions of other characters in the game. Combat Reactions can be made in several events:
Firing at an Enemy – a character can make a single attack against an enemy as a result of that enemy’s move.
Grenades – a character can make a reaction to a grenade that lands nearby.
Move – a character can take a single 5 foot step in response to an enemy’s attack.
Prone – a character can go prone as a combat reaction in response to an attack by an enemy.
In all situations, a character makes a combat reaction, which is resolved before the enemy’s action. Taking a combat reaction always costs an action point, and usually has another penalty associated with it (typically a loss of a move or attack action in the character’s next turn).
Characters cannot take combat reactions when flat-footed.
Characters can take combat reactions against combat reactions. For example, if a character took a five-foot step in response to a grenade attack, and thus opened himself up to a shot from an enemy that was previously unable to see him, than that enemy could take a combat reaction shot against the character.
Firing at an Enemy
If an enemy that was previously unable to be fired upon (for whatever reason) becomes a valid target (i.e., seen by the character and within attack range), the character can take a single shot against the target as a combat reaction. The character must fire whatever weapon is currently in his hands, and fires it in whatever mode it is currently set on (thus, a character could make an autofire attack as a combat reaction). In any case, the character suffers a –4 penalty on his attack when firing as a combat reaction.
If the enemy moves out from total cover and is fired upon as a combat reaction, he is considered to have partial cover for purposes of resolving reactionary fire taken upon him.
Firing as a combat reaction costs an action point. In addition, the firing character can only take a single action (either a move or attack action) in his next turn.
Grenades
If an enemy throws a grenade, all characters within 30 feet of where the grenade lands are able to take a single 5 foot step (presumably away from the grenade’s blast radius). Moving in such a manner costs an action point and a move or attack action in the character’s next turn.
Move
A character can take a single five foot step when being fired upon. The character can take this move to get behind better cover, for example. A character that moves from one degree of cover to another uses the average AC and save bonuses from those sources as cover. For example, a character that moves from One-Quarter cover (+2 AC, +1 Reflex) to One-Half cover (+4 AC, +2 Reflex) would gain a +3 bonus to his armour class, and a +1 bonus on all reflex saves. In any case, a character cannot gain total cover from a five foot step made as a response to an attack.
Concealment bonuses also use this averaging of results rule.
A character cannot take a five foot step in difficult terrain.
Moving in response to an attack costs an action point and a move or attack action in the character’s next turn.
Prone
A character can go prone as a combat reaction at any point. If going prone would put him in a situation of total cover, instead take an average of his degrees of cover, as detailed above.
Going prone as a combat reaction costs an action point.