Simple actions

Combat in a world filled with firearms, radscorpions, and hostile plants can be a tricky thing. Simple tries to break the process down into easily digestible chunks for your gaming pleasure. Simple combat is sequentially turn-based, with characters performing independent actions in order of combat sequence. Combat begins when characters take agressive action against one another or when the Overseer believes it is imminent. Combat ends when hostilities have ended for a reasonable period of time, determined by the Overseer.

Even though Simple is a relatively uncomplicated system, you will still need the following items to carry out accurate combat calculations:


 * Hex Mat - Combat in Fallout is based on the use of a hex grid. If your local game store does not carry hex mats, try the online web store at Chessex (http://www.chessex.com/).
 * Mat-Friendly Markers - You may need these to draw out walls, obstacles, etc., and also to mark the locations of characters if a session ends mid-combat.
 * Miniatures - You don't have to buy actual metal minatures, but having some sort of scale appropriate (6'/2m across a hex from face to face) representation of characters is a good idea. Miniatures should always indicate facing.
 * String - A 12" long piece of ordinary string should suffice. It will be used to chart line of sight.
 * 30º and 60º Wedges - These can be made of paper, plastic, or slices of watermelon, if you really want. They should be a few inches long and will be used to help determine where an attack mode's narrow and wide cones fall.

The Three Phases of Combat
Combat in Fallout is divided into three distinct phases: move, charge, and action. All characters involved in a battle will resolve their movement before any are allowed to charge (if able) and all characters will resolve their charge before they are allowed to take their action. This style of combat may seem strange, but it provides the capability for interesting tactical choices and events.

Determining and Following Sequences
At the beginning of every combat, all characters must determine their combat sequence, which is followed for the entirety of combat. Roll a single d10 and to it, add your combat sequence. If two or more characters are tied, have them each roll a d10 to determine order, with the highest always winning out. Once the order is established, the number itself isn't important. Characters will always act in order of sequence in each phase.

Newcomers to battles are always added on to the end. If multiple newcomers join in the same round, they fight for pecking rights at the end by rolling for sequence as though they started a new battle.

Move Phase
During the move phase, characters can perform one (1) of the following actions:
 * Prone move or climb up to one hex.
 * Crouch move or swim up to two hexes.
 * Stand move to four hexes.
 * Run move up to eight hexes (character cannot participate in the charge or action phases for the round).
 * Put away or take out one small item.
 * Put away and take out one small item (character cannot participate in the charge or action phases for the round).
 * Put away or take out two small items (character cannot participate in the charge or action phases for the round).
 * Put away or take out one large item (character cannot participate in the charge or action phases for the round).
 * Switch from prone to crouch or crouch to stand.
 * Switch from prone to stand (character cannot participate in the charge or action phases for the round).
 * Evade, inflicting a -5 penalty on all attacks against you (character cannot participate in the charge or action phases for the round).

The character can also, on their turn during this phase, perform as many of these free actions as they want:
 * At the very beginning or end of their movement turn, switch from stand to crouch, crouch to prone, or stand to prone.
 * Drop items of any size.

N.B.: Characters in heavy armor (Power Armor, Tesla Armor, etc.) cannot Run move and cannot switch from prone to stand. Characters with a heavy weapon (Rocket Launcher, 7.62mm Machinegun, etc.) in hands cannot participate in the action phase if they perform anything but free actions in the movement phase.

Charge Phase
During the charge phase, characters can perform the following action, once.
 * From a standing position, charge no less than one hex and no more than four hexes overlapping a straight line to immediately perform a melee attack on an adjacent target.

Action Phase
During the action phase, characters can perform one (1) of the following actions:
 * Use a skill (includes making attacks).
 * Use an item (includes loading/repairing).
 * Declare a narrow cone overwatch zone, which allows the character to interrupt an enemy with a single attack during the next movement phase if the enemy enters the overwatch zone (character cannot participate in the move or charge phases for the next round).

Ending a Round and Beginning the Next Round
The round ends when everyone involved in combat capable of taking actions has done so, and all combat sequences are accounted for and re-sorted. The next round starts with the lowest sequence character acting first in the movement phase, then going through the queue. In the charge and action phases, the highest sequence character acts first. Unconscious characters are skipped.

Actions in Combat
When a character's combat sequence comes up, it is likely that the player will want them to do something. The following mechanics cover those actions.

Choosing an Attack Mode
When a character makes an attack against another target, they must use an attack mode from their weapon against the specified target (character or hex). Though some critters may have special attack modes that fall outside of what is listed here, this list should encompass most weapons and attacks. There are two important terms that may come up in a few of the attack modes: narrow cone and wide cone. A narrow cone is defined as a 30º cone, the angle between a hex vertex and the middle of an adjacent hex face from the center of a hex that contains both. A wide cone is defined as a 60º cone, the angle between a hex vertex and an adjacent hex vertex from the center of a hex that contains both. Players need not use cones strictly on the hex vertices and faces, but a cone originating from their hex will always have its source at the center of their hex. A hex and its occupant(s) are considered to be "inside" a cone if more than half of the hex is within the cone. Cones angles that fill the exact same fraction of hexes on the left and right should be specified as left-biased or right-biased hexes. A left-biased cone will affect hexes on the left and a right-biased cone will affect hexes on the right.

Beans, Lobs, and Throws
Beans, lobs, and throws all use the melee skill, but may be performed with a variety of items (even non-weapons). Throws travel in a straight line and are intended to cause damage with the force of the attack. Lobs can be thrown at hex targets even if the attacker does not have a line of sight, though he or she must be able to reasonably reach said target with a vertical arc. A lob is not intended to cause direct harm, but to get the item into a specified hex. Lobs are often used to toss grenades into the center of a crowd or to toss equipment to allies. Lobs have half the range that the item normally uses (use improvised weapon rules for non-weapons) and suffer a 4 penalty to hit. A bean is the equivalent of a smash: throwing an improvised weapon at an enemy in the hopes that it will cause some small amount of damage. They operate like throws, but suffer a 4 penalty to hit.

Burst
Burst attacks allow the attacker to fire off a number of rounds from a firearm in a very short period of time, always at one target. Weapons that are burst-capable will list the number of rounds the burst fires. All bursts suffer a 5/10 penalty to hit for rounds after the first. The first penalty is applied to the second round in the burst. The second is applied to all subsequent rounds. Only one attack roll is made for all rounds in the burst. E.g.: Frank has a 9mm submachinegun with a 6 round burst and a 5/10 burst penalty. He needs a 15 to hit his target. His total, after rolling, is 21, which is enough to hit. The second round has a 5 penalty, pushing him to 16, which still hits. The third, fourth, fifth, and sixth rounds are at 11, so they all miss.

Disarm
A disarm is essentially an unarmed attack and can occur during either the charge or action phases. Disarming a small item requires only one open hand. Disarming a large item requires two. To disarm, the attacker must make an Unarmed skill check against a Very Easy difficulty + the target's Unarmed skill total. If successful, the item is in the hand(s) of the attacker.

Double Shot
This is identical to single shot, but two barrels are firing simultaneously. It is used rarely, mostly for weapons like double-barreled shotguns.

Overload
Characters using weapons that take SECs or MFCs as their primary ammo can perform an action called "overloading". The overload action itself is a standard action, but the process takes one or more full rounds. For each round of overloading, the weapon will effectively fire another charge of ammunition during a single shot. Performing one round of overloading costs twice as much ammunition as a single shot would normally require. Once the overload maximum has been reached, it costs one shot worth of ammunition per round to hold the overload (regardless of the number of overloads that have been performed). A character can release the overload harmlessly as an action.

Punches and Kicks
Without weapons, most creatures can still make punches and kicks. These are strikes with hands/forepaws/pseudopods/feet and similar appendages. Without augmentation, punches and kicks have the following stats:

Human Punch: Human Kick: Super Mutant Punch: Super Mutant Kick:
 * Damage: 2d3
 * Accuracy: 0
 * Damage: 2d6
 * Accuracy: -2
 * Damage: 2d6
 * Accuracy: -2
 * Damage: 2d8
 * Accuracy: -4

Single Shot
A single shot attack mode comes from a firearm. Though the weapon may have an explosion damage subtype, ultimately it is only fired at one target. Full damage listed for the weapon or ammo is applied to that target only.

Smashes, Swings and Thrusts
Smashes, swings and thrusts are melee attacks, though they are not always performed with melee weapons. Swings and thrusts are normally performed with standard melee weapons and have standard chances to hit. Smashes are performed with items that are not intended for hand-to-hand combat (e.g.: the butt of a rifle) and use the following statistics: Small Item Smash: Large Item Smash:
 * Damage: 2d3
 * Accuracy: -2
 * Damage: 2d6
 * Accuracy: -4

Spray
Spray attacks are typically used with "scatter" ammunition like buckshot or a wave gun. Spray attacks work somewhat like sweep attacks, but there are a few fundamental differences. First, each action only costs "one round" of ammo. E.g. one round of shot from a sawed-off shotgun can hit multiple targets. Like a sweep, a spray can hit a number of targets falling within a narrow cone or wide cone (usually non-adjustable, based on weapon). Unlike a sweep, attack rolls can be made at all targets in that cone unless the attacker has no line of sight to them. All attacks are rolled with a normal chance to hit. However, if attacks do hit, the damage rolled is reduced based on the distance the target is from the attacker. In a wide cone, for every hex away the target is, the damage is divided by that distance and rounded down. In narrow cone, for every two hexes away the target is, the damage is divided by that number and rounded down. E.g.: Bob fires his sawed-off shotgun in a wide cone and catches Tom and Frank. Tom is 3 hexes away and Frank is 6 hexes away. Bob hits both and rolls 25 and 32 damage against them, respectively. Tom takes 8 (25/3) damage and Frank takes 5 (32/6) damage.

Sweep
A sweep is a firearm attack mode meant to cover an arc in front of the character. Unlike a burst, which is focused at a single hex, the sweep intentionally moves across an arc. Sweep actions use burst data from a weapon to determine how they work. To perform a sweep, a character must have at least as many AP as the burst action requires. Sweeps also use the same number of rounds as a burst. The player may divide all of the rounds of his or her burst between any number of targets as long as all targets are in hexes within or falling on the edge of a 60 degree cone (hex edge to hex edge or mid-face to mid-face). As with normal firearm single shots and bursts, no targets may be selected that are blocked by something between the attacker and the target. Targets must be specified before attacks are rolled. Once the targets are established, the attacker makes one roll against each target. All attack rolls suffer the worst penalty for a burst attack on the weapon. All rounds that hit do normal damage.

Calculating to Hit
To hit an opponent, a target must use an attack mode and specify a target for the attack mode that threatens that target (see attack modes). The chance for the attacker to hit the target is determined using the normal skills check. The "other modifiers" to hit typically include Range Penalty + Visibility Penalties - Proximity Penalty

Weapon Skill Total
This is determined by the attack type from the attack mode and the character making the attack.
 * Slash, Thrust, Weapon Butt, and Throw all use the character's total Melee
 * Kicks, Punches, Grabs, Sweep, and Disarm use all use the character's total Unarmed
 * Single Shot, Double Shot, Burst, Spray, Double Spray, and Sweep all use the character's total Firearms

Range Penalty
This is determined by the attack mode's range and the distance the target is from the subject. Range penalties only apply to thrown and fired attacks (e.g.: a grenade, a gun, etc.). The attack mode's range is the range at which the weapon suffers no penalties to hit. This is called Point Blank. There are four other ranges into which a target may fall. If a target falls within any of the subsequent ranges, there are increasing penalties to hit it. An attack cannot be made beyond Maximum Range.


 * Point Blank: Range * 1, No Penalty
 * Close: Range * 2, 2 Penalty
 * Medium: Range * 3, 4 Penalty
 * Far: Range * 4, 6 Penalty
 * Maximum: Range * 8 Penalty

Special: Weapons with the Scope weapon accessory suffer an additional 10 penalty to hit when they use the Single Shot, Double Shot, Burst, Spray, Double Spray, or Sweep attack modes on targets within Point Blank range.

Size, Stance and Range Penalties
The above penalties for range assume that the creature is human sized (large). A small target, like a dwarf or small radscorpion, is effectively twice as far away for purposes of determining range penalties. Tiny targets, like scurry bots, are effectively three times as far away. Minute targets, like mice, are effectively four times as far away. Great targets, like huge radscorpions and security robots, are effectively half as far away. If a creature can change stance, it can effectively make its size smaller for purposes of range penalties. A crouching target is one size category smaller for purposes of range and cover. A prone target is two size categories smaller for the same purposes.

Visibility Penalty
Targets inflict penalties to hit on the attacker depending on how difficult it is for the attacker to see the target.
 * Clearly Visible: No Penalty
 * Partially Obscured: 4 Penalty (dim lighting, light smoke)
 * Moderately Obscured: 8 Penalty (dark lighting, heavy smoke)
 * Heavily Obscured: 16 Penalty (only vaguely discernable)
 * Completely Obscured: 20 Penalty (can be detected by hearing only)

Proximity Penalty
Proximity penalties are applied to attack modes from specific types of weapons when an enemy is standing within one hex of them and is not stunned.


 * Smash, Slash, Thust, Kicks, Punches, Grabs, Disarm, Sweep: No penalty
 * Single Shot, Double Shot, Throw, Lob, Bean, Burst, Spray, Double Spray, Sweep: 4 Penalty for one handed weapons, 8 Penalty for two-handed weapons

Using Two Weapons
Typically only used in situations of desperation or extreme advantage, characters can use a weapon in each hand simultaneously (or perform other actions simultaneously). The player chooses to perform two actions simultaneously. The actions must be logically possible one-handed. A character could not, for instance, fire one gun with their right hand and reload another gun with their left hand. Both actions can be performed, but both actions suffer an 8 penalty to any related skill rolls on top of all other penalties.

Causing Damage
Wow, you hit the target! Now it's time to calculate damage. All weapons or ammunition types have damage values associated with them. Roll the damage value for each target. Subtract the target's appropriate Damage Threshold (DT) for that damage type to arrive at final damage. Remember: DTs are applied on a per-hit basis. If a target is hit with six bullets, his or her DT is subtracted from each of the damage rolls.

Critical Hits
Critical hits in Simple are covered a bit differently than they were handled in SPECIAL. When a character hits a target, the normal assumption is that the hit is a "flesh wound" that has no secondary effects. If a character's attack roll is significantly over the required number to hit, the player or Overseer will have the option to execute a critical hit effect in addition to the damage total. For every 5 points over the number needed to hit, the attack gains one Critical Point. It is important to note that while all weapons are capable of doing critical damage, not all are capable of the other critical effects. Please refer to Weapons for details.

N.B.: If a critical hit results from an explosion, use the d6 scatter diagram to determine where each point of the critical result goes. Critical results that fall in empty hex cones have no effect. The player is still free to assign critical effects for cinematic purposes.

Critical Damage
The most common application of critical points is for critical damage. When the character causes critical damage, each critical point allows the player to roll half of the base damage of the character's weapon (always one die).

Critical Knockback
Critical knockback allows the attacker to drive a standing target away. Every four points of damage rolled drives the target back one hex.

Critical Knockdown
Critical knockdown allow the the attacker to force the target to drop one stance for every critical point spent. Every four points of damage rolled drives the target down one stance.

Critical Stun
Critical stun allows the attacker to apply a stun effect to the target, effectively removing them from action. Every point of damage rolled goes into the target's stun pool. Please refer to Vital Status for rules on stun effects.

Called Shots
Called shots are an important part of Fallout combat. They allow characters to inflict devastating status penalties on characters that would otherwise not be possible. A talented combatant can break limbs, cause internal bleeding, and even blind opponents. Called shots exist independently of the critical hit system, though a character with enough talent can stack the effects of a critical hit and called shot if his or her margin of success is high enough.

The difficulty of a called shot is directly proportional to the size of the body part being targeted. All body types in Fallout have body part sizes based on the size of individual limbs. To hit the target, penalties are applied as though the target is actually the size of the limb at range. Though there is no sequence penalty for taking a called shot, a failed roll is assumed to miss entirely.

Small - Human Torso Small - Human Leg Tiny - Human Arm, Human Head Minute - Human Eyes, Human Groin If an attack hits, damage is rolled against that body part. The attack is considered a maim if it does less than 10% of the target's total hit points in damage. This turns into a break if the attack does 10% or more of the target's total hit points in damage. The Bone Head and Unbreakable perks can mitigate this.

Maim Effects

 * Arm Maim: All actions performed with that arm are at -8.
 * Arm Break: Arm cannot be used for any action, including holding any item.
 * Eye Maim: Vision damaged. All targets are lightly obscured. Double whammy: All targets are moderately obscured.
 * Eye Break: Blinded. All targets are moderately obscured. Double whammy: All targets are completely obscured.
 * Head Maim: IN, PE, and AG are all -2.
 * Head Break: IN, PE, and AG are all -2. Character has 25% chance per round of falling/staying unconscious (will fall if standing).
 * Groin Maim: All movement actions inflict double their AP cost in fatigue.
 * Groin Break: Character falls prone and cannot stand or move without assistance.
 * Leg Maim: All actions performed with that leg are at -8. Double whammy: Movement rates are halved (rounded down).
 * Leg Break: Leg cannot be used for any actions. Movement rates are halved (rounded down). Double whammy: Character falls prone and cannot stand or move without assistance.
 * Torso Maim: Character takes 10% of damage inflicted by the attack per round after the first (rounded down).
 * Torso Break: Character takes 10% of damage inflicted by the attack per round after the first (rounded down). Any damage inflicted on the target is also applied as fatigue.

N.B.: A "double-whammy" applies when the status applies to both/all of the creature's eyes/legs. If a creature has more than two eyes/legs, the penalties for a single maim or break apply until all eyes/legs are maimed or broken.

Removing a Maim or Break Status
To remove a maim or break status, the character will have to have it fixed through the use of Medic or Mechanics (if the character is living or robot, respectively).

Death and Fatigue
When a character hits zero hit points, the character dies. Many games have a "Death's Door" buffer prior to death. Fallout uses a fatigue scale to provide an occasional buffer to death's cold embrace. Armor can help convert damage into fatigue. When this happens, the character's fatigue, which starts at zero, goes up. Every round, on the character's turn, his or her fatigue goes down by his or her healing rate. If a character's fatigue is equal to or higher than his or her current hit points, the character is winded and suffers a 4 penalty to all skill checks and has half AP, rounded down. Once the character's fatigue falls below their current hit points, the character is no longer winded. If a character's fatigue ever passes their maximum hit points, the character passes out and falls to the ground. Once the character's fatigue falls below their maximum hit points, they regain consciousness.