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I’m working hard on our SACPIC game mechanics and (as a player) it looks like one of the most sophisticated and interesting game mechanics I’ve ever seen. In this update I’d like to share some info about our weapons system and mechanics. The following assumes that the Initiative roll has been made and it’s your turn to attack. Enjoy!
*Small sized characters use 1-handed weapons in two hands and cant use 2-handed weapons.
** Any character using a weapon out of its effective range will suffer a -20 penalty to hit.
*** Damage 1d8 if character is Large build, 1d6 if Medium, 1d4 if Small.
**** Any character fighting with a ranged weapon (except for throwing weapons) in melee will suffer a deadly -10 to hit. The enemy attacking him with a melee weapon will get +6 bonus to hit.
A critical hit is a devastating attack that generates more damage than normal. Non-Player Characters are always subject to critical hits (unless immune), but player characters are only subject to critical hits in the Hardcore game mode.
Every weapon has a critical rating (e.g. "19-20/x2") consisting of a threat range and a critical multiplier. When an attack roll is successful and within the critical hits range, a critical hit confirm roll is made. If the critical hit confirm roll succeeds, then the hit is critical and damage is rolled once for each level of the multiplier. All bonuses to damage not specifically excluded from critical hits are added once per damage roll. Examples of sources of damage excluded from critical hits are on-hit properties.
Some creatures have immunity to critical hits, and against these creatures damage is rolled only once, regardless of the critical hit confirm roll (if the critical hit confirm roll was successful against such a creature, a message indicating the immunity will appear in the attacker's combat log).
Several feats, skills and item properties could modify critical hits.
* A crippled character receives -1 penalty to the relevant primary STAT (that penalties stuck)
** To make weapon critical hit effect applied the creature attacked must fail random CoS roll against it's DC.
*** Prone creatures are those that are lying on the ground. They are incapacitated and considered flat-footed, losing their dexterity bonus to the evasion class. Creatures attacking a prone individual in melee combat get a +4 bonus to their attack roll, while those attacking with a ranged or throwing weapon get a -4 penalty to their attack roll.
If a creature is both stunned and prone, the associated modifiers to an attacker's roll stack, but the prone condition is removed after a single flurry (e.g., if a stunned creature is knocked down to prone, then each blow thereafter during that round will receive both the prone modifier and the stunned bonus, while attacks after that round will receive only the stunned bonus and prone condition will be removed).
**** Slowed creatures will move at 50% of their current speed. They will also suffer a -2 penalty to evasion class, reflex CoS, and attack rolls along with the loss of one attack per round (to a minimum of one attack per round).
***** Disarmed character loose all of their attacks for the rest the round he or she was disarmed and the weapon is dropped on the ground (and can be picked up by anyone).
****** Stunned creatures stand helplessly in a motionless stupor. Stunned creatures are considered flat-footed, and creatures attacking them receive a +2 bonus to their attack rolls. Being stunned interferes with being prone and is overridden by paralysis, sleep, and freezing.
If a creature is both stunned and prone, the associated modifiers to an attacker's roll stack, but the prone condition is removed after a single flurry (e.g., if a stunned creature is knocked down to prone, then each blow in the same round will receive both the prone modifier and the stunned bonus, while attacks after that round will receive only the stunned bonus and prone condition will be removed).
******* Blinded creatures are unable to see. This also gives them a 50% miss chance and a -4 penalty to all attack rolls, while giving those attacking them a +2 bonus to attack rolls. Furthermore, a blind creature is considered flat-footed and receive -90% penalty to their Field of View and Range of View. Additionally, there is a -4 penalty to all Skills.
Inner Vision feat negates most of the effects of being blind, leaving only the 50% miss chance. Similarly, Blind Fight feat negates some of the effects of being blind, leaving only the -4 penalty to attack rolls, the -4 penalty to skills, and -90% penalty to their Field of View.
The -4 penalty to attack rolls is for attacking an unseen character. It is not applied multiple times for other instances of not being able to see the target (e.g. if the target is invisible or hidden).
When a creature, an NPC, or a player characters roll within the natural critical miss range (1 is the default but may be changed by some feats or item properties) a critical miss confirm roll is made. If a critical miss confirm roll succeeds, they have rolled a critical miss effect. Critical Miss Effect Roll is a simple d20 roll against DC20.
I really hope many of true fans of Baldur’s Gate, Neverwinter Nights and Fallout 1&2 will be as happy as I a, when imagining all that in action. I think we can expect really severe, quick battles where every bullet counts.
And as a final titbit let me present new firearm...
The M57 Advanced Automatic Rifle (AAR) is a lightweight, magazine-fed .22in (5.56mm) weapon used by the United States Marine Corps during the Past Age, decades before the United Government's foundation. It is intended to enhance an automatic rifleman's maneuverability, displacement speed, and providing independent power supply for relevant attachments, which are charged automatically with every shot fired by the Kinetic Energy Absorber, which is built into the rifle's body.
Due to its impressive tactical characteristics the assault rifle became very popular among various Private Military Companies and was only put into service by the Military Corps much later. Miller's Manufacturing Company was the last corporation (before the Reset) to win the government contract for the M57 AAR's production.
By the 132AR energy weapons have completely displaced firearms within the UG's society, thus this weapon, like any other firearms, are quite rare in the Underearth. Meanwhile, above the surface, this is considered a valuable Past Age relic by survivors and is used extensively by Black Sand mercenaries.
That is all for today. Thanks for your support, and stay tuned!