This is a small list of house rules that we use for Call of Cthulu combat.
Martial Arts skill roll doubles damage of melee weapons.
All melee weapons add the Damage Bonus.
Thrown Weapons add ½ the Damage Bonus.
Paired weapons: one attack and one parry, or two attacks and no parries or two parries and no attacks.
Paired firearms: The off hand weapon fires un-aimed shots.
Hit Locations:
1 Head Damage x 3
2 Arm Damage x 1
3 Arm Damage x 1
4 Chest Damage x 2
5 Chest Damage x 2
6 Chest Damage x 2
7 Abdomen Damage x 1.5
8 Abdomen Damage x 1.5
9 Leg Damage x 1
10 Leg Damage x 1
WEAPONS LISTS
attack 1 attack 2 Damage BTM special
Punch 50% 1d3 5
Kick 25% 1d6 5
Grapple 25% special 0 successful grapple ignores armor
Headbutt 10% 1d4 5
Bite 10% 1d2 10
Sap 40% 1d3 5
Club 25% 1d6 5
Staff 25% 1d8 5
Small Knife slash 25% stab 15% 1d4 10 stab SP/2
Large Knife slash 25% stab 15% 1d6 10 stab SP/2
Dagger stab 25% slash 25% 1d4+2 10 stab SP/2
Foil 20% 1d6+1 10 SP/4
Rapier 10% 1d6+1 10 SP/2
Short Sword 20% 1d8 10 stab SP/2
Sabre 15% 1d8+1 10
Hatchet 20% 1d6+1 5
Axe 20% 1d8 5
Battle Axe 15% 1d8+2 5
Broad Sword slash 15% stab 10% 1d10 10 stab SP/2
Scimitar 15% 1d8+1 10
Bastard Sword slash 15% stab 10% 1d10+1 10 stab SP/2
Great Sword slash 10% stab 05% 2d6 10 stab SP/2
Lance 10% 1d8+1 5
Pitchfork 20% 1d8 10
Mace 30% 1d6 5
Warhammer 20% 1D8 5
Flail 05% 1D6 5
Ball and Chain 05% 1D6+1 5
Morning Star 05% 1D8 5
WEAPONS LISTS
skill Damage range special
Light Spear throw% 1d6+1 STR
Heavy Spear throw% 1d8+1 STR
Short Bow 10% 1d4+1 15 yds
Long Bow 05% 1d6 30 yds
Cross Bow 05% 1d8 25 yds
Compound Bow 10% 1d6+1 30 yds
Caliber Recoil Dam BTM Special
.22 Hornet 0 1d10 5 rifle
.22 Short 0 1d5 10 rifle/pistol/SMG
.22 Long 0 1d6 10 rifle/pistol/SMG
.22 Long Rifle 0 1d6+1 10 rifle/pistol/SMG
.22 Magnum 0 1d8 10 rifle/pistol/SMG
.22-250-3000 0 2d6 5 rifle
.222 Remington 0 2d6 5 rifle
.243 Winchester -5% 2d6+1 5 rifle
.25 ACP 0 1d6 10 rifle
.25-06 -5% 2d6+1 5 rifle
.270 Winchester -5% 2d6+4 5 rifle
.284 Wichester -5% 2d6+4 5 rifle
.30 Carbine 0 2d6 5 rifle/SMG
.30-30 -5% 2d6+4 5 rifle
.30-06 -10% 2d6+4 5 rifle
.303 British -10% 2d6+4 5 rifle
.30-40 Krag -10% 2d6+3 5 rifle
.300 Wichester Magnum -10% 2d8+4 5 rifle
.300 Weatherby Magnum -10% 2d8+4 5 rifle
.32 ACP 0 1d8 10 pistol/SMG
.338 Winchester Magnum -10% 2d8+4 5 rifle
.35 ACP 0 1d8+1 10 pistol/SMG
.35 Remington -10% 2d8+4 5 rifle
.357 Magnum -5% 2d6 5 pistol/SMG/rifle
.38 Special -2% 1d10 10 pistol
.38 Auto -2% 1d10 5 pistol/SMG
.380 ACP 0 1d8+1 10 pistol
.358 Winchester -15% 2d8+4 5 rifle
.40 S&W -5% 1d10 10 pistol/SMG
.40 AE -3% 1d10+1 10 pistol/SMG
.41 Magnum -5% 2d6 10 pistol
.44 Magnum -10% 2d6+2 5 pistol
.44 Special -10% 1d10+2 5 pistol
.444 Marlin -15% 2d8+4 5 rifle
.45 ACP -5% 1d10+2 10 pistol/SMG
.45 Long Colt -5% 1d10+2 10 pistol
.45-70 -15% 2d10+4 5 rifle
.454 Cassull -15% 2d8+4 5 pistol
.50 AE -15% 2d8+3 5 pistol
.50 M2 -20% 3d10+4 5 rifle/machine gun
4.7mm caseless 0 1d10+1 5 rifle/SMG
5.45mm M74 0 2d6 5 rifle/SMG
5.56mm NATO 0 2d6 5 rifle/SMG
6.5mm Mauser -5% 2d6+3 5 rifle
7mm Mauser -5% 2d6+4 5 rifle
7mm Remington Mag. -10% 2d8+4 5 rifle
7.51mm M31 -10% 2d6+4 5 rifle
7.62mm Type P 0 1d8 10 pistol
7.62mm M1943 -10% 2d6 5 rifle
7.62mm NATO -10% 2d6+4 5 rifle
7.62mm Russian -10% 2d6+4 5 rifle
7.63mm Mauser 0 1d8 10 pistol
7.65mm Luger 0 1d8 10 pistol
7.92mm Mauser -10% 2d6+4 5 rifle/machine gun
9mm Parabellum -5% 1d10 10 pistol/SMG
10mm Auto -5% 1d10+1 10 pistol/SMG
12.7mm MG -20% 3d10+4 5 rifle/machine gun
14.5mm MG -20% 3d10+6 5 machine gun
Shotguns recoil damage BTM damage BTM
.410 Bore -5% 1d3 balls/1d10 per 1d10 slug
28 gauge -5% 1d4 balls/1d10 per 1d10+3 slug
20 gauge -5% 1d6 balls/1d10 per 1d10+4 slug
20 gauge Magnum -10% 1d8 balls/1d10 per 2d8+2 slug
16 gauge -10% 1d8 balls/1d10 per 1d10+5 slug
12 gauge -10% 1d8 balls/1d10 per 2d8 slug
12 gauge Magnum -15% 1d10 balls/1d10 per 2d10+2 slug
10 gauge -15% 2d6 balls/1d10 per 2d8+1 slug
Recoil-Recoil penalty (each attack fired, cumulative per combat round)
Damage- damage per shot
BTM-Blunt Trauma Modifier. Even if armor stops penetration, some kinetic energy may be transferred that may cause damage. Take the total damage stopped by the armor and divide by the BTM. The result is the damage transferred to the target. Always round down.
RoF:
Pump action 1
Lever action 1
Bolt action 1 every 2
Semiauto 2
Break Open 1 every 3
Burst 3
Full Auto up to the full magazine
Ammunition:
The damage rating is based on the effects of ball ammunition for military rounds and a pointed soft point for civilian rounds. These are other types of ammunition which may be used. Only those ammunition types marked with an * may be combined with other types also marked with an asterisk!
Ammo Type Effects
Armor Piercing* SP/2, penetrating damage/2
DP SP/2, penetrating damage/2, OR if target has no armor, damage x1.5. This is the military standard ammunition.
Flechette Soft armor (only) SP/4, penetrating damage/2
API SP/2, penetrating damage/2, +1d6 damage for 6 rounds
Incindiary* +1d6 damage for 6 rounds
Tracer* +10% if "walking" tracers onto targer. usable by Full auto or burst fire weapons only
Hollowpoints Armor x 2, penetrating damage x 2
Glaser safety slugs Armor x 5, penetrating damage x 4
Explosive Flechettes Soft armor SP/4
Reverse Semi-Wadcutter Damage x 1.5, Armor x 2
Pure Lead rounds Damage x 2, Armor x 3
Boat Tail* +10% to range
"Tailored Rounds" +10% to WA, +5% to Range. These are rounds that are specifically made for an individual weapon and give no bonuses to any other weapon. You can have any ammunition type tailored to any weapon. This is very expensive and time consuming.
Weapons Modifications:
Electro-Thermal Enhancement: Damage x 2, +1 Recoil, range +50%
Cryogenically treated barrels: +1 WA
Octagonal barrels; +1 WA
Folding/Sliding stocks: drop the concealability by 1 class, -1 WA
Sawed off barrels: drop the concealabiity by 1 class, -1 WA, -50% range
Armor type SP DEX skill checks PER skill checks Leather 1 -05% -05% Bezainted 2 -10% -05% Scale 3 -10% -05% Ring mail 4 -15% -10% Chain mail 5 -20% -10% Fine mesh chain mail 6 -20% -10% negates the foils AP attack Light Plate 7 -25% -20% Field Plate 8 -30% -25% Full Plate 9 -35% -25% Class 1A 7 -00% -00% Class 1 8 -05% -00% Class 2A 9 -05% -00% Class 2 10 -05% -05% Class 3A 11 -10% -05% Class 3 12 -15% -05% Class 4A 13 -15% -10% Class 4 14 -20% -10% Class 5A 15 -20% -15% Class 5 16 -30% -15% PASGT 8 -10% -05% Kevlar Helmet 5 -05% -15% Light Trauma plate -- -05% -00% Reduces blunt trauma by 25% 3 per 4 Trauma plate (Gen 1) -- -10% -00% Reduces blunt trauma by 50% 2 per 4 Trama plate (Gen 2) -- -15% -00% Reduces blunt trauma by 75% 1 per 4 Heavy Trauma plate -- -20% -00% Reduces blunt trauma by 90% 1 per 10
You CAN layer armor, you WILL take ALL penalties with an additional -1 to DEX and PER. Penalties can be negated through the USE ARMOR skill. This lets you negate the penalties on a 1 die for 1 die method.
Dodge Rolls for Projectile Weapons
-20% Within a half step of full cover
-30% Partial cover within a half step
-40% Full cover within 3 feet
-50% Partial cover within 3 feet
-60% Full cover within 9 feet
-70% Partial cover within 9 feet
-80% Sparce cover within 3 feet
-90% Going prone, no cover