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Realistic Modern Combat for D20

By CJ Herron

D20 games are known for their flexibility and ease of play. In particular, the combat systems of many D20 games are simple and fast, while affording many different combat options to the players. While admittedly not a simulation of real combat, this system was born from tactical board games, where mass combat was frequent, and a simple resolution was needed to efficiently move the game along. Using Hit Points to represent general health, and combining this with rolls on a D20 to indicate success of an attack, D20 combat is able to strike a balance between game play and detail. Characters are generally able to last for extended periods in combat, and as they level up, become harder to bring down. Using the D20 systems allows players and Game Masters to simulate the fast and furious type of action commonly seen in movies, and television. However, there are some types of games where this general action oriented system is not a perfect fit. Modern games frequently fail to capture the atmosphere of uncertainty where it is possible to be killed by a single bullet. Many D20 games have attempted to show this level of deadliness by instituting options such as Wound Points/Vitality Points instead of normal Hit Points, or Massive Damage Saves against a certain level of damage inflicted. While this is helpful for some games it still does not capture the level of detail needed to properly represent modern combat. Modern combat is reliant on several principles that are not normally represented in the D20 combat system. Modern combat is done predominately with firearms. The lethality of firearm attacks is dependant upon the location they hit. Despite the amount of noise that is heard, the recoil felt, or number of rounds going downrange, it is only accurate hits that matter. A shot to the arm is not likely to kill immediately, while a bullet piercing the skull or brain will have a much more serious effect. Also, firearms kill indiscriminately. Levels and experience should not have any weight in regards to surviving a shooting. The ADCOMSYS was designed to add some level of realism back into D20 combat without removing or disrupting any of the benefits of D20 combat. Users will find that combat is now more lethal, and combat rounds generally will not last as long. Survival now depends on using good tactics instead of wading into a battle headlong with guns blazing. While continuing to use the basic principles of D20 combat, Hit points have been done away with in favor of a simple succession of wound levels corresponding with the amount of damage sustained. Blood Loss and Shock have been added as well as tracking hit locations. All of this is done without adding unnecessarily long bookkeeping or extraneous dice rolling. With a single attack roll, hit location, is automatically determined. With the change in damage and wounding also comes a change in armor and healing. Armor is more realistically portrayed, broken into the actual NIJ (National Institute of Justice) Levels corresponding to the level of protection they provide. Healing is also more complex, requiring medical personnel to direct immediate attention to their patients. Without the attention of a medical expert, injured player characters can and will worsen and eventually die from their wounds. All of these changes do make D20 games far more deadly. Everything in the ADCOMSYS is optional. Also, it is designed to be modular. You can apply all the rules changes or only a few, as your game demands. You will find everything is presented in a straightforward manner, with as little fluff as possible. It is designed for easy understanding and immediate implementation. A Combat example is provided at the end of the supplement, to give a quick idea how the optional rules affect the game play. Most importantly, it should be realized that these are games. The overall objective for everyone is to have fun. If something changes your game so significantly that no one is enjoying themselves, it should be discarded. Also, no rule should ever come between game play and the story. If you find it is slowing down your game, alter or discard it. Remember, it is your game, Have fun.

Coverage
D20 attack roll 1 2 3-4 5-6 7 8 9 10 11-15 16 17 18-19 20 Body Zone Modifier to Fort SV Foot damage applied Right Leg 0 Left Leg 0 Hand damage applied Right Arm damage applied Left Arm damage applied Groin +2 to DC Torso 0 Neck +3 to DC Face +4 to DC Skull +5 to DC vitals (aim point) Special notes Generally a miss (ricochet) randomly decide left or right randomly decide left or right Character Condition: Stunned Character Condition: Dazed Normally a critical: advance 1 Trauma Condition. ]

Coverage is determined by the number showing on the D20 during the attack roll.

Trauma Conditions
Wound Minor Wound Penalty Range 7 or less Blood Loss Increment (Con+Str Mod) in rounds Condition Example limited penetration, flesh wounds, minor fractures, and limited conditions (temporary blindness/deafness) major penetration and blow through, broken bones, maimed extremities, condition damage. Extreme tissue destruction, destroyed or severed extremities, permanent condition damage. Death or dying. .

Serious Wound

8-19

(CON) in rounds

Life Threatening 20-29

( CON) in rounds

Fatal

30+

Every round

Damage is resolved as a Fortitude Save. The DC of the save is: Damage (roll) Armor Strength Modifier - additional modifiers Failure of the Fortitude Save indicates the character has fallen into shock (see below) for a number of rounds equal to his Constitution. After that time period, a second roll is required. Failure of this second roll indicates death. Any ballistic wound is also a bleeding wound. Blood loss occurs in a time increment designated by the Trauma Condition. A Fortitude Save (v/s Damage) is needed. Failure indicates the character is in shock, and the trauma condition is automatically advanced to the next higher condition. A character automatically goes into hypovolemic shock at the Life Threatening Trauma Condition. Penalties are cumulative. Penalties apply to all rolls (in and out of combat). Upon sustaining a Minor Wound, a Fortitude Save is not required. Any 2 separate wounds in a single Trauma Condition, automatically advance it to the next higher condition (ie. A character with a Serious Wound sustains another serious wound. The characters condition is advanced and becomes a Life Threatening Condition).

Armor
NIJ Level DR MDB ACP Level IIA +8 +5 -2 Level II +10 +3 -3 Level IIIA +12 +1 -4 Level III +16 0 -6 Level IV +18 -1 -8 Add on Steel Trauma Plate (+1) (-1) (-1) Anti-Stab plate (+3) (-1) Ceramic Plate (+4) (-3) (-5) Groin Protector (+2) (-2) (-1) Sleeve/Arm Protector (+2) (-1) (-1) Coverage 11-15 11-15 11-15 10, 11-15 10,11-15, 16 SQ Prof Light Inv IIA Light Inv II Med Inv IIIA Med Inv III Heavy Weight 4lbs 4lbs 4.5lbs 9.6 18lbs Speed 30 30 25 25 20 Hard/Soft Soft Soft Soft Hard* Hard ]

] 11-15 11-15 11-15 10 8, 9 +2lbs 20 25 Hard Hard Hard Soft Soft

vs piercing only +2lbs Inv IIIA Inv IIA Inv IIA +9lbs +2lbs +2lbs

- Can be either Hard, or Soft depending on supplier. Armor at this level is no longer concealable. - The Add on plates are inserted into an armored vest, and provide an additional level of support. They cannot be used as stand alone protection. - The Groin and Sleeve protectors are attached to a ballistic vest to provide additional protection for the listed areas. They cannot be used as stand alone protection. Armor Qualities The listed NIJ armors are useful against Ballistic damage only by default. Armor provides a bonus to DR only. Once armor is donned, the Defense bonus is negated. The only bonus available to characters in armor is the DEX bonus. Wearing armor is trading off mobility for greater defense against damage from attacks. Armor only covers certain body zones. Hits outside the coverage zones are resolved normally (no armor protection). Hits on soft armor require a Fortitude Save vs. knockout. The DC is the damage taken-armor-str bonusadditional modifiers. A successful save indicate the character is shaken for 1 round. Failure indicates the character is momentarily unconscious (1 round) The Invulnerable Special Quality indicates the armor is invulnerable to attacks equal to the armor level listed and all lesser levels (ie. A Level III armor is invulnerable to attacks that would affect level IIIA armors, as levels II, IIA, and I (not listed)) Hard armor is considered to be inherently stab resistant.

Shock A character who fails an initial Fortitude Save is considered to fall into shock. While in shock, the character suffers from the following penalties: -Effective Speed of 5 -Can take no offensive combat actions -6 to Strength, Dexterity, and Intelligence. -The character is considered flat footed The character is not considered helpless, and may or may not be conscious (determine randomly). He can direct team mates in a general manner, but is considered to be in a combat haze. Characters who fail a blood loss Fortitude Save are considered to be in hypovolemic shock. During this period, their blood pressure is too low to continue normal functioning. A Character in hypovolemic shock can only be fully treated in a medical facility. Healing Stabilization Time 1 rnd 1 rnd for blood loss penalty for wound penalty for blood loss penalty for wound

Wound Minor Serious Life Threatening

Healing Time (days) 07 - (CON Modifier) 14 - (CON Modifier) 30 - (CON Modifier)

Healing wounds require 1 roll to stop blood loss, and another roll to stabilize the wound. The roll must be conducted every round required to stabilize the wound (ie. if it takes 4 rounds to stabilize the wound, four rolls must be conducted). During the time the wound is being stabilized, the patient cannot be moved. Moving a patient or interruption during the stabilization period may cause the wound to bleed again. Make a Fortitude roll v/s damage taken. On a failed result, the wound begins to bleed again, and all efforts must be restarted. Healing a wound level brings it to the next lowest wound level. (ie. Healing a Life Threatening wound now makes it a Serious wound). Wound penalty for healed wounds is the lowest amount for the category. All wound levels must be fully treated to negate penalties.

Optional rules:

- Blow through: No attack may inflict a penalty higher than the CON score of the victim. Attacks against extremities can inflict a penalty no higher than CON (arms & legs) or CON (hands & feet). - Combat Haze Fog of War: Characters who is ambushed, suppressed, or witness a team mate receive a Serious Wound or higher must make a Concentration roll to continue or suffer a -4 penalty to all rolls. - Shake off the pain: Once during any combat phase the character may make a Concentration Check to ignore wound penalties for a number of rounds equal to his Constitution Modifier (min 1 round).

Optional Firearms Damage & Armor Ratings Optional damage by weapon caliber and Armor DR (written by Spartan 063 via D20 Modern Forum): These Armor levels and damage rating were created by Sparta063 in reference to opinions the firearms damage in D20 Modern was too weak, and did not provide sufficient variation among calibers. There are two ratings for each caliber of damage and two corresponding ratings for each level of armor.

Threat Level I DR 7(11)/Ballistics .22 LR 2d4(2d6) .25 Auto 2d3(2d4) .32 Auto 2d4(2d6) .380 Auto 2d4+1(2d6+2) .38 Special 2d4+1(2d6+2) Threat Level IIA DR 13(16)/Ballistics .22 Mag 2d4+1(2d6+2) .38 Special 2d4+2(2d8) .45 Auto 2d6(2d8) .357 Mag 2d6+1(2d8+2) .41 Mag 2d6+2(3d6) 9mm 2d6(2d8) 10mm 2d6+2(3d6)

Threat Level II DR 14(17)/Ballistics .41 Mag 2d8(3d6+1) .44 Mag 2d8(3d6) .357 Mag 2d6+1(2d8+2) 9mm 2d6+1(2d8+2) Threat Level IIIA DR 15(18)/Ballistics .44 Mag 2d8(3d6+1) 9mm (From SMG) 2d8(3d6+1) Threat Level III DR 19(22)/Ballistics 7.26 NATO 2d10(3d8) .30-06 2d10(3d8) .30 Carbine 2d6+1(2d8+2) 12g Slug ? 5.56 NATO 2d8(3d6) 7.62x39mm 2d8+1(3d6+2) Threat Level IV DR 23(27)/Ballistics .30-06 AP 2d10(3d8) (-4 to DR/Hardness)

**The numbers in parenthesis represent updated armor DR v/s the updated caliber damage.

Combat Example Vic, Shane, Lem and Ronnie are headed to take out Lo Dogg, a Torruco gang member who has just put a cop in the hospital. Vics Criminal Informant , Connie, has just left Lo Doggs house, after a little celebration with the thug, and his crew. Connie tells Vic Lo Dogg is in the house, along with 3 of his soldiers, and 2 girls for the celebration. The Soldiers are armed with 9mm handguns, while Lo Dogg has a Tec-9. Vic, Shane, and Ronnie all have 9mm S&W handguns, while Lem has a Mossberg M500 shotgun. All 4 have on Level IIIA soft body armor. As they approach the house, Vic, and Shane go to the front door, while Ronnie and Lem head to the back door. Vic tests the door and finds Connie left it open for him. Guns drawn, Vic gives the signal to Shane and they barge through the front door catching two of Lo Doggs soldiers by surprise; 1 standing near the door gun in hand, while the other is getting serviced by one of the female associates. Vic has an init of 18, and Shane has an init of 13. Ronnie has an init of 11 while Lem has an init of 10. During the surprise round Vic gives the command Police, Get Down! but takes a shot at the standing thug rolling a 20 and confirming with a 17. The round impacts the thug in the vitals (GM decides the vermillion line) for a total of 9 damage. The thug tries to make a Fort Save, but fails. He is now in shock, for a total of 10 rounds with a Near Fatal Wound (Condition higher due to the attack roll of 20). Shane covers the other thug and smiles. Ronnie breaks down the back door, and moves in to cover the room. Lem moves in as well. Round 1 - all combatants are now aware, the initiative order is as follows: Vic = 18, Lo Dogg = 15, Shane = 13, Ronnie = 11, Lem = 10, Thug 1 = dead, Thug 2 = 9, Thug 3 = 9 Vic holds his action, waiting for Lo Dogg, but asks the Thug 2 Wheres your boss, Ese? I got a message for him from the cop he just whacked. Hearing the commotion, Lo Dogg, bursts from the bedroom, and fires in Vics direction. Vic, with his readied action, fires at Lo Dogg first, rolling a 6 on the D20 (Left leg), his damage for a total of 10 damage. Lo Dogg makes a Fort Save, and suffers from a penalty of -10 (Serious Wound). He now gets his action and rolls a 16 on the D20(+BAB of 4) for a total of 20. he then subtracts the penalty for a total attack roll of 10. Unfortunately this is not good enough to hit Vic (Adjusted Def of 11 (10+Dex bonus of 1)). Shane fires at Lo Dogg, rolling a 12 on the D20 (torso). His damage is 9 (Serious Wound). Since this is Lo Doggs 2nd Serious Wound, it is now advanced to Near Fatal with a total penalty of -19. Lo Dogg tries a Fort Save but fails. He is now in shock, and falls to the floor. Ronnie and Lem hold their actions, knowing there is another Soldier somewhere in the house. Thug #2 quickly raises his hands, and shoves the girl off his lap. She sits on the floor quietly. Thug #3 comes out of the bathroom, tries to run for the back door but sees Ronnie and Lem. He stops and raises his hands. Hes no fool. Vic smirks at Shane. Just another night on the Farm. Shane looks at the two wounded figures. What about those assholes? Vic shrugs in a few minutes it wont matter. 7 rounds later Lo Dogg fails another Fort Save. He dies. 1 minute (10 rounds) later thug #1 fails another Fort Save. Hes now dead.

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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. System Reference Document Copyright 2000-2004, Wizards of the Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. ADCOMSYS: Advance Combat System for D20: 2005, IEO Game Studios; Author CJ Herron

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Designation of Product Identity: The following terms are designated as product identity as outline in section 1(a) of the Open Gaming License: ADCOMSYS: Advanced Combat System for D20. Designation of Open Gaming Content: The following sections of ADCOMSYS: Advanced Combat System for D20 is designated as open gaming content except for terms defined as product identity above. All illustrations, pictures, and diagrams are Product identity and property of IEO Game Studios. All the text of this document is open content. Created by CJ Herron, IEO Game Studios 7-15-2005

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