Thursday, 16 May 2013

I created Combat Zone Fire Team back in 2006, when after playing many RPGs regularly since 1980 (Twilight 2000, Runequest, Call of Cthulhu, Paranoia, Traveller, etc) to name a few, I decided to create my own. 
Started playing late 70's.
Even now (7 years later), I'm still tweaking it here and there. 

It is basically a D100 system. 

I've added 'themes' to the rules (pulp, western, sci-fi, fantasy, etc). 

I primarily created it for myself and a few others, but, over the years, others have become interested and added their input (many thanks to them). 

Hopefully, in time, others will also add their ideas. 

12 comments:

  1. CZFT – BASIC RULES: Part#1

    This document is to present the basic rules that make up the Combat Zone Fire Team (CZFT) role-playing game.

    Each player creates a character with four attributes:
    Strength (STR), Constitution (CON), Dexterity (DEX), and Intelligence (INT).
    The basic dice roll for these attributes is 1D10+8.
    This is for a human player.

    In a science fiction or fantasy setting for example, the other races are given slightly different rolls to represent their race.

    Attributes above a certain number also gain an attribute modifier, which can be useful in certain situations.
    14-15: +1, 16: +2, 17: +3, 18: +4, 19-20: +5, 21-22: +6, 23-24: +7, 25-26: +8, and so on.

    Some themes of CZFT might have slightly different attribute modifiers.
    For example, one theme might have 18: +4, 19: +5, 20: +6, or 19-20: +5.

    ATTRIBUTE ROLLS:
    The GM may ask the player to make an Attribute roll against a certain event that effects one of the players attributes.

    For example, if the player were in contact with a gas or cloud of some sort that might put him/her asleep, then the GM would ask the player to make a CON roll.
    The player would then roll 2D10 and roll equal to or under his/her CON.
    The GM might make the task more difficult by adding a modifier to the 2D10 roll.

    For example, if the gas or cloud were quite potent, then the GM would ask the player to make a 2D10+4 roll.
    The player would roll the 2D10 and add 4 to the roll, hopefully rolling equal to or under his/her CON.
    If not, then the effects of the gas or cloud will take its effect on the player.
    Also, if the player’s CON is high enough, then the +4 applied by the GM could be lowered.
    For example, if the player’s CON were 17 (+3), the +3 attribute modifier would come into affect, and the GM’s +4 would become +1.
    The attribute modifier is taken off the GM’s modifier.

    Another example: 2D10+2 attribute roll, the player’s attribute modifier is +3; the 2D10 roll is then 2D10-1.

    Strength rolls would be needed to lift things or break down doors for example.
    Strength also affects melee attack damage.
    The STR attribute modifier (+1, +2, +3, +4,etc) is usually added to the attack damage of the melee weapon (this is for the low HP setting).
    High HP setting:
    STR 14-15: +1D2, 16: +1D3, 17: +1D4, 18: +1D6, 19-20: +1D8, 21-22: +1D10, 23-24: +1D12

    Dexterity rolls to dodge things.
    Intelligence rolls to work out things (intellectually).

    Conditions affecting attributes:
    Radiation, or under water could affect STR & CON.
    Another condition could be poison, which could affect all four attributes.

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  3. CZFT Part#2
    HIT POINTS:
    CON determines the character’s hit points (HP).
    Two levels have been made: Low HP setting: Head: CON, Arms & legs: CON+10, and
    Torso: CON+20.

    In the High HP setting, the hit points are: Head: CON, Arms & legs: CON x 2, and
    Torso: CON x 3.

    COMBAT:
    Each 5 second combat round, a character or NPC can engage in 1 action.

    INITIATIVE: 1D6 plus DEX. Highest goes first.
    Throw Range: STR x 2 + 4 Metres

    Melee: the attacker uses the appropriate skill (Melee) for example and is rolled against by using D100.
    The player rolls 2D10 (one is tens, the other units), and uses the defender’s DEX as a minus modifier.
    The defender’s DEX is only used if the defender is aware of the attacker; if not, then the attacker has no minus modifier unless they aim for a specific location.
    Aiming for a specific location usually incurs a –10% modifier.
    So if the attacker and defender are facing each other and the attacker is aiming for the head, then the attacker has TWO minus modifiers.

    For example:
    Attacker: Has Melee 55%.
    Defender: has DEX: 15.
    So, the attacker would have a 30% chance to hit the defender in the head, or 40% chance to hit, but rolling for a random location.

    Another example:
    MELEE COMBAT: Melee skill, minus the target’s DEX.
    -5% if target is moving. –10% if aiming for head or –5% if surprised (Head).
    DEX is not subtracted from Melee skill if target is not aware of the attack (e.g. attacking from behind).

    EXAMPLE: character with knife has Melee skill 55%. Target is walking past (-5%), he aims for head (-5%), target has not noticed, so DEX is not subtracted from the to-hit chance. To-hit equals 45%. The roll is made = 9%. A critical has been made (AV HALF, +1D8 extra damage).
    Knife 1D10+2 + STR bonus (17=+3)+ 1D8 extra damage (7) = 20 points.
    Target has con of 12, so 8 points over, and it’s game over for the target.
    If the target were wearing a helmet (AV10), it would be AV0 (no AV) because it was a surprise attack.

    If attacking normally (from front), the target is fully aware, and DEX is subtracted.
    So, if the target has DEX 13, then the to-hit chance is 32% if aiming for the head, or 42% chance if attacking a random location (AV subtracted from damage if wearing armour).

    CRITICAL HITS: 1-5%: ranged & normal melee. 1-10%: surprise melee. AV is halved (round down), plus 1D8 damage. Ignore AV if target is surprised (Melee strike).

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  4. CZFT Part#3
    RANGED ATTACKS:
    Using a ranged Weapon skill (Pistol, Rifle, or Heavy Weapon) + range mods + situation mods (cover, visibility, etc) = chance to hit.
    Roll percentile dice (2d10, different colours), if number rolled is equal to or less than hit number then the target is hit.

    Roll for hit location for each shot (if more than 1), and apply damage.

    EXAMPLE: character with Assault Rifle #2 has 50% Rifle skill, he has not moved but the target has walked (-5%), he aims for 1 round (+5%), the range is short (20 metres or less for the rifle). He fires a 3 round burst (he could fire 3 bursts: ROF: 3), and has a 50% chance to hit. He rolls less than 50% and hits. He rolls 1D3 and scores 3 hits (rolled 5-6 on a D6). He then rolls 3 hit locations: 10 – Head, 2 – R-Arm, 5 – Torso.
    1D10+8 is rolled for each shot: 16 points for the head, 17 for the R-Arm, and 15 for the Torso.
    The target has CON 14, so the 16 to the head is an instant kill, 11 points left in the R-Arm, and 27 left for the Torso.
    The target was not wearing armour. If he wore a helmet (AV10), then only 6 points would go through and the helmet would be AV9 (the AV of the armour is subtracted from the damage received).

    -10% if aiming for head. -10% if aiming for limbs (arms, legs).

    Other modifiers:
    Light cover (sparse tree & bushes): -5% (quarter cover).
    Medium cover (Medium woods): -10% (half covered).
    Heavy cover (dense woods): -15% (3/4 covered).

    VISIBILITY:
    Poor (rain, light snowfall): -5%
    Medium (light fog, twilight, heavy snowfall): -10%
    Heavy (heavy fog, dark): -15

    Night vision goggles or infrared goggles negate the above visibility modifiers (.5KG).

    Attacker
    Aim: +5%/round, max 3 rounds.
    Aim for Head: -10%
    Aim for limbs (arms/legs): -10%
    Walked: -5%
    Ran: -10%

    Target
    Crouched: -5%
    Prone: -10%
    Walked: -5%
    Ran: -10%

    RANGE: Short: 0, Medium: -5%, Long: -10%

    BURSTS AND FULL AUTOMATIC WEAPONS:
    A person firing a burst (3 rounds), rolls 1D3 (1D6/2) to see how many rounds hit.
    A person firing a full auto burst rolls a dice relevant to the amount of rounds fired:
    10 rounds: 1D10, 20 Rounds: 2D10, and so forth.
    Roll location and damage for each round that hit.

    BURST MODIFIERS: 2nd and 3rd burst: -5 (not accumulative).
    Full auto burst: -10 (if more than 20 rounds/shots, -5 if 20 or less)

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  5. CZFT Part#4
    AIMED SHOT: takes place after the character has spent one action aiming his weapon. A target must be visible in both the aiming and firing phases for the aimed shot to take place.
    The character must inform the GM which target they are aiming at.
    If more than one shot/burst is fired in a turn/phase, only the first counts as aimed.
    All subsequent shots/bursts are considered quick shots (-25%).

    OPTIONAL DAMAGE/RANGE RULE: Close: 1D8+2, Medium: 1D6+2.

    GRAPPLING (Procedure):
    Both the attacker and the defender roll their Melee skill.
    If successful, then the attacker can give unarmed melee damage (1D6+STR bonus).

    The defender cannot move unit they win a Melee skill roll.

    If unsuccessful, then the grapple has failed. The defender can act normally.
    Each round, a Melee skill roll is made to see who gets the upper hand.

    If the attacker succeeds, then he can give unarmed damage.
    The attacker can specify an area to damage (-5 to hit).

    Melee damage: 1D6 + STR bonus. Melee strike: once per round.

    Carry capacity: STR+CON+20. Move: (Crawl: 2M, walk: 4M, Run: 8M)

    Skill Points: INT x 20 + 140

    Skills: Acrobatics, Unarmed, Climbing, Computers, Demolitions, Engineering, First Aid, Free Fall, Listen, Melee, Medical, Observation, Piloting (Air/Ground), Navigation (Air/Ground), Persuade, Stealth, Swim, Survival, Tech (Air Vehicle, Ballistics, Communications, Electrical, Electronics, Ground Vehicles), Throw, Tracking.
    Pistol, Rifle (Assault Rifles, SMG’s, Shotgun, Sniper Rifle), Heavy Weapons (Grenade Launchers, Machine Guns, Rocket Launchers).

    WEAPONS:
    Weapon abbreviations: S – single shot, B – burst, FA – full auto, 8I – 8 rounds internal.
    ROF – how many shot or bursts per 5 second round. WT: Weight. RNG – range.

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  7. The above skills are 'sample' skills for a modern theme (more can be added).
    For a fantasy theme, some skills were added: alchemist, stonemason, carpenter, blacksmith, gem cutter, Animal Handling, are just some examples.

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  8. CZFT MODERN WEAPON NOTES#1

    This document is to clarify/help with the abundance of modern weapons available to the PCs.

    There will always be an occasion when someone wants a particular weapon because of its rate of fire (ROF), large calibre, lighter weight, etc.

    Below is a list of calibres found in all of today’s modern weapons, SMG’s, assault rifles, machine guns, pistols, etc.

    9mmP: 1D8+3, .45ACP: 1D8+6, 5.56N: 1D8+6, 7.62N: 1D10+8,
    5.7mm (P90): 1D6+3 (half armour), 7.62S: 1D10+8 (1D10+7 long range). 5.45B: 1D8+6.
    .338 Lapua: 2D8+10, .50 cal: 3D10+10. 7.62N/7.62S sniper rifles: 1D8+10.
    4.6x30mm (MP7A1 SMG): 1D6+3, half armour (same as the FN P90). MAG: 20/30/40.

    It is hard to keep up to date with all of the modern weapons being produced these days.
    Weapon’s manufacturers are either re-modifying older weapons to bring them up to date (lighter, more efficient), or designing newer weapons with standard calibres or designing new calibres: (4.6mm, 5.7mm) for example.

    It is therefore easier to put weapons into generic classes (SMG’s, assault rifles, machine guns, pistols), with subtypes (Type#1, Type#1A, Type#2, Type#2A, etc:

    Assault rifles Type#1: 5.56N: DAM: 1D8+6, ROF: 4, S/FA, WT: 3.6Kg (empty),
    MAG: 30 (.4Kg), RNG: 55/82/109. Scope 1 (+5%), WT: .3Kg.
    Type#1A could have a grenade launcher attached.

    Type#2 could be 7.62N, and Type#2A could have a grenade launcher attached also.
    Type#2B could be the 7.62S, which does 1D10+8 at close and medium ranges, but only does 1D10+7 at long range.

    SMG’s would have approximately 5 or more subtypes: 9mmP, 5.56N, 5.7mm, 4.6mm, etc.
    Classes and subtypes would have different weights, ROF, etc.

    WEAPONS: (examples of modern or near future weapons)
    Weapon abbreviations: S – single shot, B – burst, FA – full auto, 8I – 8 rounds internal.
    ROF – how many shot or bursts per 5 second round. WT: Weight.

    Pistols:
    Heavy Pistol: RNG: 8/12/16, DAM: 1D10+1D6, ROF: 3, MAG: 7 (.2KG), WT: 1.5KG
    Machine Pistol: RNG: 8/13/17, DAM: 1D8+4, ROF: 3, MAG: 21 (.25KG), WT: 2KG, S/B

    SMG: RNG: 18/28/40, DAM: 1D8+6, ROF: 3, MAG: 30 (.5KG), WT: 3KG, S/B/FA
    SMG (silenced): RNG: 18/28/40, DAM: 1D8+6, ROF: 3, MAG: 30 (.5KG), WT: 3.5KG, S/B/FA

    Shotgun: RNG: 8/14/20, DAM: 4D8+8/3D8/2D8, ROF: 2, MAG: 8I (.25KG), WT: 4KG,
    S-Shot
    Takes 2 turns to reload.
    Auto Shotgun: RNG: 8/14/20, DAM: 4D8+8/3D8/2D8, ROF: 2, MAG: 25-drum (1KG),
    WT: 5KG, S/B/FA
    Damage: 8 Metres or less: 4D8+8, 8-14 Metres: 3D6 x 1D2 locations (2 Mtr area), 14-20 Metres: 2D6 x 1D2 locations (3 Mtr area).
    Solid shot: 4D8+8 (all ranges).

    Assault Rifle #1: 20/40/60, DAM: 1D8+6, ROF: 4, MAG: 30 (.5KG), S/B/FA, includes a 4 round shotgun attachment under main barrel (see shotgun stats), WT: 4KG.

    Assault Rifle #2: 20/40/60, DAM: 1D10+8, ROF: 3, MAG: 21 (.5KG), S/B/FA, includes single shot grenade launcher under main barrel, WT: 5KG.
    Grenade Launcher: 20/40/70, ROF: 1, DAM: 2 Metres or less: 4D10, 2-4 Metres: 3D10,
    4-6 Metres: 2D10. All ranges: 1D3 hit locations.

    Grenade Launcher (6 round mag): 20/45/75, ROF: 2, DAM: 2 Metres or less: 4D10,
    2-4 Metres: 3D10, 4-6 Metres: 2D10 (All ranges: 1D3 locations), WT: 6KG.
    Each grenade weighs .5Kg

    Grenade scatter: roll 1D12 (12 being the direction of the target, and roll 1D3 for 1-3 Metres).
    Hand grenades or grenades for launchers weigh .5Kg

    The above is a list of ‘generic weapons’ for modern or near future, but as said before, there can be an occasion when someone wants a particular weapon, because it has a particular ability/trait.

    All the GM has to do is pick a weapon class (SMG, assault rifle, pistol, etc), and then make a subtype (Type#1A, Type#2B, etc).
    The weapon class and subtype system makes it easier than listing the great many types of pistols, SMG’s, assault rifles, machine guns, etc, when most subtypes of pistols, assault rifles, MG’s, etc, will do the same damage.

    For example, there is no use in listing the many types of 9mmp pistols, when they do the same damage.
    The same applies for MG’s, assault rifles, and SMG’s.

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  10. I've added files for a sci-fi theme on my google drive.
    The homebrew.net/games CZFT link should link you to it.

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  11. The new site that contains the link for the CZFT files is:
    http://ericgarrison.wordpress.com/about/games/

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  12. Updated some CZFT files today, and uploaded them to Googledrive, which should be accessible from the ericgarrison.wordpress.com/about/games/ site.
    Also added the CZFT Aliens folder with approximately 5 files.

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