Real World Combat


See the Real World game system.


The Combat System

In the Real World combat is simple and deadly. Combat takes place in a number of combat rounds (of indefinite length), in each of which a Hamster may take one action from the following list:

Both Hand to Hand and Ranged combat follow the same proceedure, each hamster involved acts in order of DEXTERITY, highest first, selecting one (or more - see burst shooting) target, and then rolling to hit with whatever weapon he is using. If they hit then they compare the STAMINA of the weapon to the STAMINA of the target. If the weapon's score is less than that of the target then the target loses 1 STAMINA, if the weapon's score is higher then the target loses the difference in STAMINA.

E.g.


Hand to Hand Combat

To hit a target in HTH combat a Hamster must roll a D12 and get less than or equal to their Fighting skill (Default DEX +2). If they hit then they will inflict damage at a STAMINA equal to their own current STAMINA + their weapon's modifier (if any). Many HTH weapons have a negative modifier, but they never reduce STAMINA below 1. If a character is unarmed they attack at STAMINA-3. (Again to a minimum of 1.) A roll of 1 does +1 damage (not STAMINA), while a roll of 12 does 1 damage to the person rolling!

A character may also elect to dodge during a round of HTH comabt, a success meaning that their opponent's Fighting skill is reduced by 2, a fail meaning that they are hit automatically.


Ranged Combat

To hit a target in ranged combat a Hamster must roll a D12 and get less than or equal to their Shooting skill (Default DEX +0). If they hit then they will inflict damage at a STAMINA equal to their weapon's STAMINA rating. A roll of 1 does +2 STAMINA, a roll of 12 always misses.

Range
All ranged weapons have two ranges, short and long. Up to short range the Shooting skill of the Hamster has no extra modifiers, while at long range there is an additional -1 modifier in addition to any others.

Burst Fire
Many weapons are capable of burst firing. The Hamster selects 1 or more targets and fires at each at Shooting -3 and damage -1 (-1 to damage inflicted, not to STAMINA). If a 12 is rolled for any shot on burst fire the weapon jams. A weapon notes the maximum number of targets tragetable in a round.

Explosions
An explosion damages all within range equally (i.e. the same STAMINA), however a succesful DEXTERITY roll by each target reduces the effective STAMINA by 1/2. A roll of 1 reduces it by 1/4.


Sample Weapons

All costs are in Hamster Credits (cr), and all ranges are in meters (e.g. 0.2/2.0 means short range is up to 20cm and long range is up to 2m)

Hand to Hand

WeaponSTAMINA mod.FightingCost
Club-2-12cr
Staff-1-14cr
Machette+0+08cr
Dagger+0+214cr
Shortsword+1+120cr
Longsword+2+230cr
Axe+3-121cr
Broadsword+4-235cr

Ranged

WeaponSTAMINAShootingBurstRangeCost
Nausa Pistol5+200.4/0.825cr
Derif Pistol6+030.5/1.040cr
Hamster Cannon8-120.4/2.050cr
Sniper's Pistol7+402.0/6.0100cr
Nausa Defender6+050.2/0.956cr
Multi CannonBlast 10/0.08-220.7/2.2200cr

Armour
Armour has a certain STAMINA. All STAMINA lost by its wearer is lost from the Armour first, then from the wearer. Note that the armour does not increase its wearer's STAMINA for purpouses of determining damage. Certain heavy armour incurs a DEXTERITY penalty.

ArmourSTAMINADEXTERITYCost
Light Hide3-015cr
Heavy Hide (rat)5-126cr
Metal Mail8-240cr
Heavy Mail12-485cr