Monster Hunter International - Texas Division
Speed and Range
1 Square = 2 Yards
If you can move 5, that means you can move 5 squares (10 yards).
If short range on your gun is 25 yards, you can shoot 13 squares (25/2 round up).
We will probably use squiggly lines drawn onto the map to represent a break i.e. If a sniper is on a hill 300 yards away from the zombies, we will place his character on one end of the map, the zombies toward the middle, and draw squiggly lines with a note showing an 300 yard range. Rather than moving the pieces, we will change the distance in the note. We will see how it works.
GM note – I double the player movement because I am doubling the time in a turn. World of Darkness uses a 3 second turn. Instead, I am using the DnD4e turn of 5 seconds. It lets the character’s still move 4-7 squares, which they are used to. By halving the squares needed for ranged combat, I still have room on the map and on the table.
If a creature leaves a square adjacent to you, once per turn you may attempt a free strike. Make a dexterity+wits roll. If your successes equal or exceed the target’s defense, you may make one normal attack roll against it.
To avoid taking a free strike, you may shift one square instead of your normal movement. This represents moving cautiously and not leaving yourself open.
Round in Combat
We will use the DnD4e rules for rounds in combat. Your turn consists of a Standard, a Move, and a Minor action in any order.
A standard action is usually an attack. A move is any move up to your speed. A minor is something easy like getting your keys out of your pocket or changing ammo magazines.
You can downgrade an action, but not go up. This means that during your turn, you can have:
- Standard, Move, Minor
- Move, Move, Minor
- Minor, Minor, Minor
- Attack with Melee
- Attack with Ranged weaponry
- Fight Defensively (you do not attack but gain +2 to your Defense until the start of your next turn.
- Grab an enemy = Strength + Brawl – Target’s Defense
- Reload a Shotgun
- Second Wind (see Willpower)
- Charge = Speed +3, -2 attack, +2 dmg. Spend your Standard & Move action to move your Speed +3 in a straight line. -2 to your attack dice pool. If you still manage a success, add +2 to your total successes.
- Crawl = While prone, move at 1/2 speed, round up.
- Escape a grab = Strength + Brawl – the other guy’s Strength.
- Stand up from prone
- Shift = Shift one square without provoking an opportunity attack
- Walk = Move up to your speed
- Draw or sheath a weapon
- Drink something
- Drop Prone
- Reload with a new magazine
- Open or close a door
- Pick up an item
- Retrieve or store an item
- Work the bolt on a bolt fire rifle
- Drop held items
- Let go of an enemy you are grabbing
- Speak a few words
One willpower point may be spent each round of combat and will buy you:
- One extra Standard Action in a turn
- 3 bonus dice on a roll
- 2 bonus on a resistance i.e. Defense, Composure, Resolve, or Stamina
- Second Wind. Once per combat, you may spend one Willpower to gain a Second Wind. You Fight Defensively for one round and you gain temporary hit points equal to your Core Health. This represents your character sucking it up and continuing to fight even when he has been shot in the leg. These temporary hit points are the first to be removed if you suffer new damage. Any temporary hit points remaining disappear the moment combat ends and you immediately make a Stamina Roll to stay conscious.
Next, see The Health Care System
Free Strikes borrowed from A Hard Rain.
Standard, move, minor system borrowed from DnD4e.