Tri-Stat dX Combat Modifiers rules revision By Zegon Destructacon Listed below are modifications to Attack Situation Modifiers (Table 8-3) and the Defense Situation Modifiers (Table 8-4) as presented in the Tri-Stat dX book. These are designed to, like most modifications, scale with the dice size so as to not be impossable at lower dice sizes and pointlessly insignificant at higher sizes. Most of these can be countered with the Steady Hand combat technique for attackers. Called shots have their own section. Trick Shots will have their own section. Until then, use the system in the book. Bonuses are listed as negative values, while penalties are listed as positive values. Unless noted, round down bonuses and penalties. All bonuses and penalties, unless otherwise noted, have a minimum of 1 adjustment. 'None' listings have no base adjustment. Attack situation modifiers are applied to the attacker's attack roll. Defense situation modifiers are applied to the defender's defense roll. Attack Situation Modifiers: Attacker is: Modifier Taking an action to aim (Melee or ranged) -X/4 Taking an action to aim with a scope..................-3X/8 (Round up) Attacking multiple targets with one attack +0, +2, or +4 per extra target Attack with two weapons (same or different targets)...-(X+1, max of +9) Attempting a Combined Attack +2 per extra attacker Attempting to touch the target........................-3X/5 Making a Total Attack -2 per def. sacrificed Firing personal weapons from a moving vehicle.........+X/3 (Round up, max +4) Firing personal weapons while piloting a vehicle +2X/3 (Round up, max +10) Attacking while swimming (and without water speed)....+X/4 or +X/2* Attacking while performing acrobatics +X/2 (Varies by stunt) Attacking from an awkward position +X/4 (Minimum +2, Varies) * A successful swim check only imposes an X/4 penalty. An unsuccessful swim check imposes an X/2 penalty. Creatures that are naturally waterborne do not recieve this penalty. These include those with the water speed attribute, those with Adapatation (Underwater), and those who breathe water instead of air. If a creature is naturally waterborn and cannot survive on land normally, impose these penalties to attack rolls, with a lowering check according to the character's body stat modified by physical conditioning. Attacker is moving at: Normal Speed (Up to 4/6ths movement)..................None Running Speed (Up to 5/6ths movement) +2 Sprinting Speed (Up to full movement)..................+4 Target is moving at: up to 99 kph None 100 to 499 kph.........................................+2 500 to 999 kph +4 1,000 to 4,999 kph.....................................+6 5,000 to 9,999 kph +8 10,000 to 49,999 kph..................................+10 50,000 to 99,999 kph +12 100,000 to 499,999 kph................................+14 500,000 to 999,999 kph +16 1,000,000 kph+........................................+18 Target within melee range and is: (May vary) Concealed by trees or bushes +3X/5 (Minimum +2) Illuminated by very little light* (Moonlight).........+X/5 (Minimum +2) Concealed by fog or smoke* +2X/5 (Minimum +2) Taking cover..........................................+4X/5 (Minimum +2) Target out of melee range and is: (May vary) Concealed by trees or bushes +4X/5 (Minimum +2) Illuminated by very little light* (Moonlight).........+2X/5 (Minimum +2) Concealed by fog or smoke* +2X/5 (Minimum +2) Taking cover..........................................+4X/5 (Minimum +2) * This may be negated or reduced by having the ability Blind Fighting, or the attribute Heightened Senses. Range modifiers: Attacking at up to twice normal range +X/4 (Minimum +2) Attacking at up to thrice normal range................+X/2 (Minimum +3) Attacking at up to four-times normal range +3X/4 (Minimum +4) Attacking at up to five-times normal range............+X (Minimum +5) Defense Situation Modifiers: Dodge/Parry Defense None Block Defense..........................................-2 Total Defense -2 per attack sacrificed Defending against additional attacks..................+2X/5 per extra attack Defending against an undetectable assailant +4X/5 Defending while surprised.............................+3X/2 Defending against a critical hit Not Possible