Special Circumstances
This page is good for GMs to keep open just in case your players want to do something weird, you will have the rules for it.
This is a list of special circumstances that is great to have quick access to. Some of the shorter stuff will just be described here, but longer form explainations will be linked to another page.
Ranged Combat
Terrain:
This is a list of special circumstances that is great to have quick access to. Some of the shorter stuff will just be described here, but longer form explainations will be linked to another page.
Area Effect Injury
Any AoE attack (dragon's breath, explosive fireball, etc.) will hit a person's entire body. In these cases, armor does protect, but not as effectively. Your DR for these attacks is equal to the average of your torso DR and the DR of the least protected hit location exposed to the attack (rounded up). If a part of your body is in cover at the time, it does not count towards the lowest DR.
Attribute Default (Rule of 20)
If you have an attribue over 20, treat it as if it is 20 for default purposes.
Climbing
Anything more difficult than a ladder requires a climbing roll.
Type of Climb | Modifier | Combat | Regular |
---|---|---|---|
Ladder going up | no roll | 3 rungs/sec (3 feet/sec) | 1 rung/sec (1 foot/sec) |
Ladder going down | no roll | 2 rungs/sec (2 feet/sec) | 1 rung/sec (1 foot/sec) |
Ordinary tree | +5 | 1 ft/sec | 1ft/3 sec |
Ordinary mountain | 0 | 1 ft/2 sec | 10 ft/min |
Vertical stone wall | -3 | 1 ft/5 sec | 4 ft/min |
Rope-up | -2 | 1 ft/sec | 20 ft/min |
Rope-down | -1 | 2 ft/sec | 30 ft/min |
Close Combat
Close Combat is active whenever you are fighting with, or defending against, a reach C weapon.
Collision
Collision damage can be found here.
Simplified Falling Damage
- 1 Yard: 1d cr
- 2 Yards: 1d+1 cr
- 3 Yards: 1d+2 cr
- 4 Yards: 2d-1 cr
- 5 Yards: 2d cr
- 10 Yards: 3d cr
- 15 Yards: 3d+2 cr
- 20 Yards: 4d cr
- 25 Yards: 4d+2 cr
- 30 Yards: 5d cr
- 35 Yards: 5d+2 cr
- 40 Yards: 6d-1 cr
- 45 Yards: 6d cr
- 50 Yards: 6d+2 cr
- 60 Yards: 7d cr
- 70 Yards: 7d+2 cr
- 80 Yards: 8d+1cr
- 100 Yards: 9d+1 cr
Digging
- Loose Soil, Sand, etc: 2xBL cubic feet/hour (cf/hr)
- Ordinary Soil: BL cf/hr, can be turned into loose soil with a pick first (no time difference from Loose Soil if two people work in tandem).
- Hard Soil, Clay, etc.: 2xBL cf/hr, must be broken up by a pick first
Disarming
A disarm attempt requires you to target your opponent's weapon. Apply a -2 (offset if using a Fencing weapon) and weapon size as a penalty to your targeting roll. Then, roll a Quick-Contest between your Disarm Technique, and the target's Weapon Skill.
Evading
Attempting to move through an enemy requires you to Evade them. This is usually a Quick Contest of DX between evader and blocker.
Explosives
Explosive damage is applied in full at the center hex. Damage is divided by 3 x distance in yards from epicenter. Apply damage as Area Effect Injury.
Fright Check
Fright Checks are Will rolls made to resist fear. For these rolls, your Will is capped at 13, which means a roll of 14 or more is automatically a failure despite any modifiers (though modifiers are still useful for offsetting any penalties). If you fail a Fright Check, you roll on a table here, adding your margin of failure to the Fright Check Table roll.
Grappling
If you are untrained at Grappling, you can just make a DX roll, modified by hit location, to hit. This Attack is in Close Quarters (above). The opponent may defend normally. Your opponent may not move and is at -4 DX until they break free. Breaking free is a Quick Contest of ST between the grappler and the grappled.
Hitting the Wrong Target
This rule is optional. A line is drawn from the attacker that goes through the target. If the ranged attack misses your target, roll either the same to-hit roll or 9 whichever is worse against everyone along that line.
Holding Breath
The amount of time you can hold your breath depends on your level of activity. Halve these times if you suddenly need to hold your breath.
- No Exertion (Sitting Quietly): HTx10 seconds
- Mild Exertion (Treading Water or Walking): HTx4 seconds
- Heavy Exertion (Climbing, Combat, or Running): HT seconds
Increase time by 50% if you can spend a Concentrate maneuver to hyperventalate first. Breath Control further increases the time by another 50% (apply multiplicatively).
Identification
Whenever you come across a creature, person, or item that you are not familiar with, you may attempt to Identify it. Passing a roll lets you know what it is. The better the roll, the more information you can get from it.
Injury Tolerance
Some creatures/objects have different reactions to damage types. Here is a list of how they respond to the individual damage types.
- Unliving: anything unalive
- imp and pi++: x1
- pi+: x1/2
- pi: x1/3
- pi-: x1/5
- Homogenous: things that lack vulnerable internal parts
- imp and pi++: x1/2
- pi+: x1/3
- pi: x1/5
- pi-: x1/10
- Diffuse: swarms, clouds, anything almost vaporous
- imp an pi: never more that 1 HP of damage
- everything else: never more that 2 HP of damage
- exception: any AoE attacks cause full injury
Jumping
Your Jump distance is based off of your Basic Move. If untrained, roll vs DX to make a difficult jump. The Jumping skill lets you substitute half your skill level, rounded down, for your Basic Move.
- High Jump: (6 x (Basic Move + previous turn's movement)) - 10 inches. Running can only double standing jump height maximum.
- Broad Jump: (2 x (Basic Move + previous turn's movement)) - 3 feet. Running can only double standing jump distance.
Knockback
When you hit someone very hard, you may knock them away from you. Only Crushing attacks can cause knockback (Cutting may apply, but only if it doesn't penetrate DR).
What you roll for damage, before subtracting DR or applying wounding, is the number you use for knockback. For every multiple of your target's ST-2 (HP if target has no ST) your knockback amount is, your target is moved directly away from you at that many yards.
If someone suffers any kind of knockback, they must make a DX, Acrobatics, or Judo (whichever is higher) or fall in a prone position. This roll is at -1/yard of knockback and Perfect Balance gives +4. If the target being knocked back collides with something or someone, then apply Collision damage (above) to both.
Lifting and Moving Things
Basic Lift is (STxST)/5. The Lifting Skill increases BL by Margin of Success x 5%
- One-Handed Lift: 2xBL
- Two-Haded Lift: 8xBL
- Shove and Knock Over: 12xBL (double if you have a running start)
- Carry on Back: 15xBL (every second you are over 10xBL you lose 1 FP because of encumberance)
- Shift Slightly: 50xBL
Pulling or dragging a load behind you counts towards your encumberance. Halve effective weight if it's over somthing slick. If using a two-wheeled cart, devide effective weight by 10. If using a four-wheeled wagon, divide effective weight by 20.
Making Things Burn
Materials are grouped into six flammability classes. These determine whether something ignites when hit with incindiary damage (tight beam burning damage is divided by 10 for this purpose). The ignition damage is cumulative.
- Super-Flammable (Black powder, ether): Negligible damage.
- Highly Flammable (Alcohol, paper, tinder): 1 point of damage.
- Flammable (Dry wood, kindling, oil): 3 points of damage.
- Resistant (Seasoned wood, clothing, rope, leather): 10 points.
- Highly Resistant (Green wood, flesh): 30 points.
- Nonflammable (Brick, metal, rock): N/A.
A regular fire deals 1d-1 burn inc damage per second (1d-3 if something spends only part of a turn in the flame). Molten metal, a furnace, or any other intense flame would deal 3d per second. Use Area Effect Injury in all cases.
Malfunction
Complicated mechanisms are prone to malfunctioning. When using the weapon, your effecive skill is capped at the Malfunction Number listed. Any malfunction on a 16 or less jams or misfires the mechanism and requires a Ready Maneuver and an appropriate Armoury skill roll to fix. For any mechanism with explosives (like firearms and grenades), will explode in the user's face on a 17 or 18 dealing 1d+2 cr ex [2d] to anyone within range.
Movement
You can run at your Basic Move per second modified by encumberance. When Running in the same direction for more than 1 second, you are Sprinting and may add 20% (or your Enhanced Move modifier) to your Basic Move (round down, but always adds at least +1). After 15 seconds of Running/Sprinting, roll vs HT or Running Skill to avoid losing 1 FP.
- Unless Amphibious or Aquatic, you move at Basic Move/5 (round down) and must make a Swimming roll whenever you get in water deeper than your height. "Sprinting" rules still apply underwater.
- If your character can fly, the "Sprinting" rules also apply as if it was ground movement.
Ranged Attack into Water
Wasteland 2, page 45Resistances (Rule of 16)
If an attack offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 or the defender's actual resistance (whichever is better).
Scattering
When deliberately targeting a hex on the ground (+4 to skill roll to hit), attacking with a Cone/Area of Effect ability, etc., you have a chance to miss. If you do miss or the target dodges (see Diving for Cover), pick a "1" hex around the target and number the hexes 1-6 in clockwise order around the target hex. Roll a 1d6 and the attack is centered FINISH LATER
Ranged Combat
Shove
If an opponent is in a spot you don't want them to be, you may attempt to shove them. This is usually a DX roll. If you hit, roll thrust/crushing damage (at -1 per die if you are only using one hand) and double the damage for the purposes of knockback (detailed above), but produces no wounding.
Shrapnel
Slam
Stuck Weapons
Throwing
Untrained Throwing is a DX-3 to hit a specific target, but an unmodified DX to throw something in a general area (missing applies scattering, detailed above).
The distance and damage depends on weight of object thrown.- BL/8: Range is 2xST in yards, Damage is Thrust -2/die
- BL/4: 1.2xST, Thrust -1/die
- BL/2: 0.8xST, Thrust
- BL: 0.6xST, Thrust +1/die
- 2xBL: 0.3xST, Thrust
- 4xBL: 0.2xST, Thrust -0.5/die (round down)
- 8xBL: 0.1xST, Thrust -1/die
Time Spent
You can reduce the penalty for a tough task, or even get a bonus, by working slowly an deliberately. You can even hurry a task along if you're very skilled at it. Any non-combat action gives:
- +1 if x2 time is taken
- +2 if x4 time is taken
- +3 if x8 time is taken
- +4 if x15 time is taken
- +5 if x30 time is taken
Whether the skill can even benefit from extra time spent is up to the GM entirely. Conversly, if you need to hurry the task, you may decrease the time required at a penatly. Every 10% you reduce the time by, take a -1 penalty.
Magic skills do not benefit from these rules.
Travel Time
When traveling, you can travel at 10xBasic Move in miles of the average speed of the people in the group. A successful Hiking roll increases your Basic Move by 20%. If you have Leadership at 12+, your Hiking roll applies to the entire group.
This can be modified by:Terrain:
- Very Bad (Deep Snow, Dense Forest, Jungle, Mountains, Soft Sadn, or Swamp): x0.20
- Bad (Broken Ground, Streams, Forest, or Steep Hills): x0.50
- Average (Light Forest or Rolling Hills): x1.00
- Good (Hard Packed Desert or Level Plains): x1.25
- Rain: Halves off-road speed
- Snow: Ankle-deep halves speed in any terrain. Any deeper divides speed by 4
- In normal weather, most roads count as Average terrain. High quality roads can even be Good Terrain
- Rain lowers quality by 1 step (Average to Bad)
- Snow lowers quality by 2 steps (Average to Very Bad)