Future Highways (15k)

Editorial (2k)

Featured Articles (2k)

Under the Hood (2k)

On Foot (2k)

On the Road (2k)

Paint Jobs (2k)

Highwayman Role-playing (2k)

Freebies (2k)

Contacts (2k)

Archives (2k)

Letters (2k)

Letters (2k)

home (4k)


On Foot (8k)

Pedestrians in combat (5k)

Pedestrians and characters get involved in combat outside their cars and vehicles, and it's important to know what they can and can't do well. The following is a collection of additional combat notes and clarifications to the standard Street Fighter rules where I thought it was needed.


Close Combat:
Close combat is not changed at all from the Street Fighter article, however the following modifiers should be made to both die rolls made by the fighters:

When rolling to see who hits who, add each pedestrians Close Combat skill level to their roll, if applicable.
Add any Accuracy modifiers for the close combat weapons being used (if any).
If a character has been hit, add the close combats weapons damage to the pedestrians damage.

see the Close Combat weapons page for close combat weapons and their statistics.

A character may only engage in close combat once per pedestrian phase. This is for characters with more than one action.


Fire Arcs:
Fire arcs for pedestrians are unchanged - they still have the usual 90-degree arc from the front of their stand, however due to the uniqueness of a person, this arc extends into the vertical as well. This means that a pedestrian can shoot at any target in their arc no matter the elevation.


Firing Multiple Small Arms:
If a pedestrian is carrying multiple small arms, then they may attempt to fire both of them at the same time.
Both weapons get a separate to-hit roll with normal modifiers and the ones listed here. There is a flat -1 penalty to each to-hit roll, and in addition, further modifiers may be applied to each weapon depending on what it is.

    20mm Grenade Launcher-1
    Assault Rifle-2
    Automatic Pistol-0
    Heavy Pistol-1
    Submachine Gun-1

In addition, any weapon firing ScumStopper rounds has an additional -1 modifier. Any weapon not listed may not be fired one-handed (which explains why shotguns can't be - you need both hands to fire and pump the action).

Each shot can be at a different target if desired, but then the flat -1 penalty rises to -2.

So, if Lara Croft were still alive and firing her automatic pistols, she would be at -1 to both of her weapons, or -2 if she was attacking two targets. Or -1 if she was using an automatic pistol in one hand, and -2 if the other contained an SMG. Or -2 and -3 if she was attacking differing targets. Or -3 and -4 if she was shooting at differing targets with weapons loaded with ScumStopper ammunition.


Ramming and Being Rammed:
Pedestrians are generally not as tough or resilient as vehicles, and thus a car hitting one won't suffer as much damage as if it had hit a vehicle. As a result, when ramming pedestrians, treat as a head on ram, but use the following damage results:

Pedestrians:
Pedestrians take combined speed factor damage using the speed of the ramming car to work out the damage.

Vehicles:
Vehicles take a combined speed factor hit using their speed to work out the damage.

Pedestrians will come out a lot worse than vehicles will, but then they are a bit squishier than cars...

Wheel Blades:
Wheel blades only come into play for sideswipe rams. A pedestrian hit by a car with wheel blades takes an additional +2 damage hit.


Thrown Weapons:
A pedestrian has the to ability to throw weapons, such as grenades, as well as just shoot guns. A thrown weapon has a range of three spaces, and during the turn that the pedestrian is throwing the item, they cannot use other weapons.

Grenades:
Throwing grenades is much like any other attack, with, of course, a few differences. For a start, while the range is up to 3 spaces, for purposes to rolling to-hit all ranges are doubled. So when throwing a grenade at a range of 2 spaces, the base to-hit number is 4. All normal modifiers apply, and Thrown weapons skill is added a bonus to hit. There is an additional -1 is the character is throwing from a moving vehicle.

A success will plonk the grenade in the desired section or on the target. A failed roll will result in a scattered weapon. Scatter is only really applicable when playing in a built up or heavily inhabited area with pedestrians and vehicles everywhere. If there is nothing within range of the grenade, then ignore this and assume the weapon has exploded harmlessly elsewhere.

To determine scatter, position the spin template over the target, with the forward 12+ location pointing towards the thrower. Roll 2d6 and using the chart below, determine the direction that the grenade will scatter in. For this, use the inner blue ring.

Die RollSpin Chart
29
3,411
5,98
610
712
84,5
10,112,3
126,7

For example, rolling a 6 on the two dice would result in a position of 10 on the spin template, which would result in a scatter of to the left of the target.

To determine the range of the scatter, multiple the amount the roll was missed by, by 2. Round to the nearest. This is the distance travelled in centimetres - not the usual range sections - along the direction the scatter indicates. This can result in the target still being hit, or the thrower being hit. Grenades are a fickle mistress!

Other thrown weapons:
Other weapons can also be thrown using the same system as listed for grenades, and these can include knives, stones, items of equipment and the like. If used as a weapon, then the gamesmaster will have to determine damage, but +0 is a good average value. Scatter will apply for the item.

Index (2k)