diff --git a/fallout-cheat-sheet.pdf b/fallout-cheat-sheet.pdf index 40df68f..c93e6b9 100644 Binary files a/fallout-cheat-sheet.pdf and b/fallout-cheat-sheet.pdf differ diff --git a/fallout-cheat-sheet.tex b/fallout-cheat-sheet.tex index e74252e..2ae95e5 100644 --- a/fallout-cheat-sheet.tex +++ b/fallout-cheat-sheet.tex @@ -219,9 +219,7 @@ \newpage %\input{parts/wasteland_survival.tex} %\newpage -\input{parts/combat_1.tex} -\newpage -\input{parts/combat_2.tex} +\input{parts/combat.tex} \newpage \setcounter{page}{1} \input{parts/character_creation.tex} diff --git a/parts/combat_1.tex b/parts/combat.tex similarity index 60% rename from parts/combat_1.tex rename to parts/combat.tex index 1cfda9e..3197de0 100644 --- a/parts/combat_1.tex +++ b/parts/combat.tex @@ -12,7 +12,7 @@ The character who initiated combat takes a single turn. Afterwards, each charact You may be pushed prone, or drop prone willingly as part of a movement action. If you are prone, the following effects apply: \begin{itemize} \item You can only crawl. The move minor action turns into a major action and you cannot take the sprint major action. - \item Enemies at medium range or further add +1 to difficulty against any attack against you. + \item Enemies at medium range or further add +1 to difficulty on any attack against you. \item Enemies at close range reduce the difficulty of attacks by 1. \item You can re-roll any cover \dice{} you have. \end{itemize} @@ -64,4 +64,81 @@ You may be pushed prone, or drop prone willingly as part of a movement action. I \end{enumerate} \end{minipage} +\end{center} + + +\section{Combat, cont.} +\begin{center} + +\begin{minipage}[t]{0.46\textwidth} +\subsection{Distances and Ranges} +Areas are divided into \textbf{zones}, which are not fixed in size. A zone is whatever size is needed to convey it's "about 1 area". It could be a single room or a large clearing in a forest. Distances are measured in 5 categories: +\begin{itemize} + \item \textbf{Reach:} Within touchin' distance. + \item \textbf{Close:} In the same zone. + \item \textbf{Medium:} In the neighboring zone. + \item \textbf{Long:} 2 Zones away. + \item \textbf{Extreme:} 3 or more zones away. +\end{itemize} + +\vspace*{-10pt} +\subsection{Combat Dice} +When rolling \dice{}, roll a d6: + +\vspace*{5pt} +\rowcolors{1}{tablecolor1}{tablecolor2} + +\subtitlefont +\begin{tabular}{cc} + + \rowcolor[HTML]{000000} + {\color[HTML]{FFFFFF}\textbf{D6 ROLL}} & {\color[HTML]{FFFFFF}\textbf{RESULT}} \\ + 1 & 1 damage \\ + 2 & 2 damage \\ + 3 & - \\ + 4 & - \\ + 5 & 1 damage + damage effect trigger \\ + 6 & 1 damage + damage effect trigger \\ +\end{tabular} + +\subsection{Radiation Damage} +Radiation damage reduces the target's maximum hit point total, instead of their current hit points. If the source of radiation damage affects the whole body, take the lowest locational radiation DR. + +\end{minipage} \hfil \hspace{30pt} +\begin{minipage}[t]{0.46\textwidth} +\subsection{Critical Hits and Injuries} +When a target suffers 5 or more damage in one hit (after resistances), they suffer a \textbf{critical hit}. A critical hit imposes an injury on the character, which confers a penalty depending on the hit location: +\begin{itemize} + \item \textbf{Arm: You drop whatever you're holding, and your arm becomes useless.} + \item \textbf{Leg: You fall prone. The move action becomes a major action and you can no longer sprint.} + \item \textbf{Torso: You begin bleeding. You suffer 2\dice{} physical damage, ignoring resistances, at the end of each of your turns.} + \item \textbf{Head: You use your actions for the next turn. All tests that rely on vision have +2 difficulty.} +\end{itemize} + +\vspace*{-10pt} +\subsection{Dying} +When a character reaches 0 HP, they suffer an injury and begin \textbf{dying}. At the end of each of your turns, attempt an \textbf{END}+\textbf{survival} test with a difficulty equal to the amount of Injuries you have. If you pass, you are still dying. If you fail, you die. + +All attacks while dying give an injury. + +\end{minipage} +\end{center} + +\subsection{Hit Location Table} +\begin{center} +\subtitlefont +\rowcolors{1}{tablecolor1}{tablecolor2} +\begin{tabular}{ccccc} + + \rowcolor[HTML]{000000} + {\color[HTML]{FFFFFF}\textbf{D20}} & \multicolumn{4}{|c|}{\color[HTML]{FFFFFF}\textbf{HIT LOCATION}} \\ + \rowcolor[HTML]{000000} + {\color[HTML]{FFFFFF}\textbf{ROLL}} & {\color[HTML]{FFFFFF}\textbf{Humanoid}} & {\color[HTML]{FFFFFF}\textbf{Quadruped}} & {\color[HTML]{FFFFFF}\textbf{Flying Insect}} & {\color[HTML]{FFFFFF}\textbf{Mister Handy}} \\ + 1-2 & Head & Head & Head & Optics (as head)\\ + 3-8 & Torso & Torso & Torso & Main body (as torso) \\ + 9-11 & Left Arm & Left Front Leg & Left Wing (as leg) & Arm 1\\ + 12-14 & Right Arm & Right Front Leg & Right Wing (as leg) & Arm 2 \\ + 15-17 & Left Leg & Left Hind Leg & Left Legs & Arm 3 \\ + 18-20 & Right Leg & Right Hind Leg & Right Legs & Thruster (as leg) \\ +\end{tabular} \end{center} \ No newline at end of file diff --git a/parts/combat_2.tex b/parts/combat_2.tex deleted file mode 100644 index 0bab4a2..0000000 --- a/parts/combat_2.tex +++ /dev/null @@ -1,76 +0,0 @@ - -\section{Combat, cont.} -\begin{center} - -\begin{minipage}[t]{0.46\textwidth} -\subsection{Distances and Ranges} -Areas are divided into \textbf{zones}, which are not fixed in size. A zone is whatever size is needed to convey it's "about 1 area". It could be a single room or a large clearing in a forest. Distances are measured in 5 categories: -\begin{itemize} - \item \textbf{Reach:} Within touchin' distance. - \item \textbf{Close:} In the same zone. - \item \textbf{Medium:} In the neighboring zone. - \item \textbf{Long:} 2 Zones away. - \item \textbf{Extreme:} 3 or more zones away. -\end{itemize} - -\vspace*{-10pt} -\subsection{Combat Dice} -When rolling \dice{}, roll a d6: - -\vspace*{5pt} -\rowcolors{1}{tablecolor1}{tablecolor2} - -\subtitlefont -\begin{tabular}{cc} - - \rowcolor[HTML]{000000} - {\color[HTML]{FFFFFF}\textbf{D6 ROLL}} & {\color[HTML]{FFFFFF}\textbf{RESULT}} \\ - 1 & 1 damage \\ - 2 & 2 damage \\ - 3 & - \\ - 4 & - \\ - 5 & 1 damage + damage effect trigger \\ - 6 & 1 damage + damage effect trigger \\ -\end{tabular} - -\subsection{Radiation Damage} -Radiation damage reduces the target's maximum hit point total, instead of their current hit points. If the source of radiation damage affects the whole body, take the lowest locational radiation DR. - -\end{minipage} \hfil \hspace{30pt} -\begin{minipage}[t]{0.46\textwidth} -\subsection{Critical Hits and Injuries} -When a target suffers 5 or more damage in one hit (after resistances), they suffer a \textbf{critical hit}. A critical hit imposes an injury on the character, which confers a penalty depending on the hit location: -\begin{itemize} - \item \textbf{Arm: You drop whatever you're holding, and your arm becomes useless.} - \item \textbf{Leg: You fall prone. The move action becomes a major action and you can no longer sprint.} - \item \textbf{Torso: You begin bleeding. You suffer 2\dice{} physical damage, ignoring resistances, at the end of each of your turns.} - \item \textbf{Head: You use your actions for the next turn. All tests that rely on vision have +2 difficulty.} -\end{itemize} - -\vspace*{-10pt} -\subsection{Dying} -When a character reaches 0 HP, they suffer an injury and begin \textbf{dying}. At the end of each of your turns, attempt an \textbf{END}+\textbf{survival} test with a difficulty equal to the amount of Injuries you have. If you pass, you are still dying. If you fail, you die. - -All attacks while dying give an injury. - -\end{minipage} -\end{center} - -\subsection{Hit Location Table} -\begin{center} -\subtitlefont -\rowcolors{1}{tablecolor1}{tablecolor2} -\begin{tabular}{ccccc} - - \rowcolor[HTML]{000000} - {\color[HTML]{FFFFFF}\textbf{D20}} & \multicolumn{4}{|c|}{\color[HTML]{FFFFFF}\textbf{HIT LOCATION}} \\ - \rowcolor[HTML]{000000} - {\color[HTML]{FFFFFF}\textbf{ROLL}} & {\color[HTML]{FFFFFF}\textbf{Humanoid}} & {\color[HTML]{FFFFFF}\textbf{Quadruped}} & {\color[HTML]{FFFFFF}\textbf{Flying Insect}} & {\color[HTML]{FFFFFF}\textbf{Mister Handy}} \\ - 1-2 & Head & Head & Head & Optics (as head)\\ - 3-8 & Torso & Torso & Torso & Main body (as torso) \\ - 9-11 & Left Arm & Left Front Leg & Left Wing (as leg) & Arm 1\\ - 12-14 & Right Arm & Right Front Leg & Right Wing (as leg) & Arm 2 \\ - 15-17 & Left Leg & Left Hind Leg & Left Legs & Arm 3 \\ - 18-20 & Right Leg & Right Hind Leg & Right Legs & Thruster (as leg) \\ -\end{tabular} -\end{center} \ No newline at end of file