Hand-to-Hand Combat Resolver

Base BCS = BCS - (Restrictions + Distractions + Situational Modifier)
Adjusted BCS = Base BCS - Target Overall Defense Ability

Zone of Influence

See the ZoI page.

HTH Skill Notes

Brawling: Average BCS for Improvised Weapons
WDM = 1 + Hand AV/30
Flexible Weapon: May Entangle for added Damage
DFT Effect Group compare with target to hold entanglement.
Knife: No offhand penalty
Second attack without WDA loss
Longsword: May make secondary attack if primary misses. Average BCS for secondary.
Nunchaku: One or Two Weapons
STR rating add both weapons
Secondary strike (1 or 2 weapon)
Loss of WDA if all weapons secondary strike
Polearm: Butt Stroke: Secondary strike, WDM 1.
Sai: One or two weapons
Defend: ether adds ODA or if strike miss in ODA range means Sai block. Compare STR Effect die to disarm.
Two Weapon: -1 BCS, Second weapon Average BCS with Off-hand Dexterity
STR limit add both weapons STR rating
Tonfa: Grapple if with Unarmed Combat
Unarmed Combat: No situational modifiers for fighting Brawler or Unarmed Opponent.
Hand: Second attack with Averaged with Offhand Dexterity
Kick: 1 per attack, +1 STR group
Leaping: -1 BCS per meter, +2 STR Group
Throws: +1 if in same hex
Defend Action: Any miss means free attack.
Weapon and Shield: Secondary attack with shield, WDM = SF/10
Missile attacks in shield range 50% chance of hit to shield

HTH Situational Modifiers

Each Distraction
Each Restriction
Target is Prone
Attacker is Prone (Not Unarmed Combat)
Attacking To Rear Hex
Attacking From a Rear Hex
Superior Position (height)
Inferior Position
Dim Light
Poor Light
Darkness or Partially Blind
Totally Blind
Attacker over 50% wounded*
Attacker over 75% wounded*
*HTH Missile Weapons Only

Aftermath! Game and Data Copyright © 1981 Robert Charrette and Paul Hume     GM Login   Player Login       Changes