Items and Combat

WEAPONS & ARMOR
Players can add additional items to this list if they supply the GM with links to information on general item info and pricing,

Weapon Cost Range Rounds/Load Ammo Damage Reloading Further Info
357 Magnum $700 150’ 6 20$/50rds 6d10 2 turns -
Beretta 92FS* $550 100’ 11/clip $10/45rds 4d10 1 turn if second clip is ready -
Remington 870* $400 50’ 7 $10/25rds 5d10 2 turns +20% to hit in range. No damage out of range
AR-15* N/A 200’ 20/clip $15/clip 4d10 1 turn if second clip is ready sights optional
Hunting Rifle $100 200’ 2 20$/50rds 4d10 2 turns -
Benelli M4 Sup. 90** $1300 50’ 7 (2) $10/25rds 5d10 2 turns +20% to hit in range. No damage out of range
Heckler & Koch MP5** $900 100’ 30/clip (3) $15/clip 4d10 1 turn if 2nd clip is ready -10% to hit
Hunting Knife, Dagger, etc $100 10’ N/A N/A 4d10 N/A melee weapon
Baseball Bat/Golf Club, Baton, etc $10 N/A N/A N/A 3d10 N/A melee weapon, +20% to hit, no extra damage on 10
Bullet Proof Vest* N/A N/A N/A N/A N/A N/A 30% chance to negate point of damage
SWAT ARMOR** N/A N/A N/A N/A N/A N/A 1st point of damage negated, additional 30% for next
Riot Shield* N/A N/A N/A N/A 2d10 N/A 60% stop melee attack from single target. 30% for ranged
Medical Kit* $30 N/A N/A N/A N/A N/A +20% bonus to any medical check
Number in () under Rounds/Load column indicate the amount of times weapon can be discharged when fired
*Standard Police Equipment
**Standard SWAT Equipment. Available to detectives with permission

COMBAT
To determine the order combatants act, an awareness check is made. The group that has a combatant with the highest check goes first, and the next highest is next and so on.
In combat a player can make 3 actions in a turn: move actions or attack actions. If the only action is an attack, there is no penalty to the attack roll. If an attack occurs with a second action in a round, there is a -20% penalty that applies and this increases to -40% if the attack takes place in conjunction with two other actions in the round. If an attack check using the aim (for ranged), martial (for melee) or any relevant Specific Skills meets or succeeds the targets defense rating, then the attack hits.
If an attack hits, damage is rolled. Each weapon has a damage amount given in d10s. Every d10 that scores a 7 or above counts as one point of damage. For example, a handgun usually does 4d10 points of damage. If a player shoots a handgun at a target and hits, the player rolls 4d10. If two of those d10s are a 7 or above, then the attack would do 2 points of damage. If a 10 is rolled on a damage dice, it does 2 points of damage instead of 1. So if in the above example a 7 and a 10 where rolled, then the total damage would be 3.
Move actions generally indicate popping into and out of cover, covering distances by walking, running, climbing, swimming or jumping or actions not directly related to firing a weapon. At this time, there is no specific limitation to the distance a person can move in a round; however, there is a general limitation that they cannot use the move actions to do anything unbelievable under the circumstances the character is currently in.

Roll Offs
Some combat skills and non-combat skills require a roll off. The people engaged in matching skills make a skill roll and the higher roll wins. An example would be a marine with a +30 in the specific skill of wrestling trying to tackle a gang member with a +15 to martial. The marine rolls a 43 for a total of 73 and the gangster rolls a 62 for a total result of 77 meaning the tackle fails and the gangster is not wrestled to the ground.

Headshot
On a roll of 96-99, it is an automatic hit, and if bonuses allow the target to be hit, then every d10 is considered to do a point of damage, so the above example would give 4 points of damage. A roll of 100 is considered a hit no matter what the target’s defenses are, and every d10 is considered to do 2 points of damage. Similarly, a roll of 1 indicates a weapon jamming, breaking, etc.

Suppressing Fire
Suppressing fire is a type of attack that makes it easier for another combatant to take actions. If one person is giving suppressing fire against a target, then that target has a choice of either taking a -20% to any attack or take a 10% chance to being hit. If two combatants are giving suppressing fire against a target, this increases to 40% penalty and a 20% chance of being hit (The combatant that hits is chosen randomly). At three or more this increases again to a 50% penalty and a 25% chance of being hit.

WOUNDS
The 1st point of damage gives a combatant a 5% penalty to all rolls that use the Physical trait. Each additional wound increases this by another 10%. When the fourth wound is received and every wound after, an athletics check is made to stay conscious. The check is 50% + 20% for every point of damage beyond the fourth.
A wound that occurs from a 10 on a d10 damage die is a bleeding wound. The next round the character must roll a 50% or higher – 10% per point in physical or take another point of damage. This continues every round until the person is treated with a medical kit (no check needed) or a 70 or higher is rolled on a medical check.
The maximum amount of damage a combatant can take before entering the critical zone is 6 + 1 for every point in the physical trait. Once a combatant has taken all the damage that they can, they are considered to be in the critical zone. At this point, every round the combatant must roll a 40% or higher – 10% for each point in physical or die. A medical check of 90% is required to exit the critical zone.

Adrenalin Token
For every three points of damage taken in any combat, the player can collect an “Adrenalin Token.” These tokens can be saved and used at any point to automatically negate 1 point of damage, automatically heal 1 point of damage, do a re-roll with a 20% bonus or prevent death on a failed check to prevent death.

HEALING
Points of damage are healed with medical checks. A medical check for each point of damage is allowed once per day. Every check that makes a 90% or more is considered to heal a point of damage. Any check that fails has to wait for the next day to be addressed. Wounds can be healed in the hospital with no check needed. The first point of damage in a day is free and covered by the LAPD medical insurance plan, the next point that day is $100, the next $200 and so on. Some injuries might require more time to completely heal and may cause negative effects until they are healed.

General info about Armor Class (AC) and shooting modifiers
A person standing still and unaware and within range of a weapon generally has an AC of 40%. A person in combat has an AC of 80%. A person in combat and with cover has an AC of 120% (can still be hit on any attack roll that is 96-100 before modifiers). A person who takes complete cover can not be hit in most cases. Shooting at things bigger or smaller than a normal human might change the general AC. Hiding completely behind a concrete wall gives complete cover. Hiding completely behind a couch only grants regular cover since bullets can still easily pass through it.
Shooting a weapon within range incurs no penalty to the shot. A weapon can effectively do damage up to three times it’s range. The general exception to this are shotguns. For each time a weapon is fired or thrown at someone outside the range increment, they have a -40% to that shot or throw.
Point blank shot is a term that means due to certain circumstances, the target is easier to hit than normal. Usually the AC is reduced to anywhere from 0 to 40%. It can literally be a point blank shot with a weapon pressed right up to a person (0% AC), or it might be a person firing at someone who is closing in with a reckless charge (40% AC).

Items and Combat

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