COMBAT ACTIVITY TRACKING SYSTEM II FOR RMSS Initiative: 2d10 + Qu + Modifiers rev 2.0 Final June 12, 1996
Action -32 -24 -16 -12 -6 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44
Preparation of Spell 13.2 11.8 10.7 10.2 9.6 9.0 8.8 8.7 8.5 8.3 8.2 8.0 7.9 7.8 7.6 7.5 7.4 7.3 7.1 7.0 6.9 6.8 6.7 6.6 6.5 6.4 6.3 6.3
Casting of Non-Instantaneous Spell 11.0 9.9 8.9 8.5 8.0 7.5 7.4 7.2 7.1 6.9 6.8 6.7 6.6 6.5 6.4 6.3 6.1 6.0 6.0 5.9 5.8 5.7 5.6 5.5 5.4 5.4 5.3 5.2
Disengage From Melee 3.7 3.3 3.0 2.8 2.7 2.5 2.5 2.4 2.4 2.3 2.3 2.2 2.2 2.2 2.1 2.1 2.0 2.0 2.0 2.0 1.9 1.9 1.9 1.8 1.8 1.8 1.8 1.7
Full Melee Attack +10 OB Declare 1 Target 14.7 13.2 11.9 11.4 10.6 10.0 9.8 9.6 9.4 9.3 9.1 8.9 8.8 8.6 8.5 8.3 8.2 8.1 7.9 7.8 7.7 7.6 7.5 7.4 7.2 7.1 7.0 6.9
Press & Melee Attack (1/2 penalty for BRx1) 14.7 13.2 11.9 11.4 10.6 10.0 9.8 9.6 9.4 9.3 9.1 8.9 8.8 8.6 8.5 8.3 8.2 8.1 7.9 7.8 7.7 7.6 7.5 7.4 7.2 7.1 7.0 6.9
React & Melee Attack -10 OB but Oppurtunity 14.7 13.2 11.9 11.4 10.6 10.0 9.8 9.6 9.4 9.3 9.1 8.9 8.8 8.6 8.5 8.3 8.2 8.1 7.9 7.8 7.7 7.6 7.5 7.4 7.2 7.1 7.0 6.9
Thrown Weapon Attack 2.9 2.6 2.4 2.3 2.1 2.0 2.0 1.9 1.9 1.9 1.8 1.8 1.8 1.7 1.7 1.7 1.6 1.6 1.6 1.6 1.5 1.5 1.5 1.5 1.4 1.4 1.4 1.4
Missile Attacks 8.8 7.9 7.1 6.8 6.4 6.0 5.9 5.8 5.7 5.6 5.5 5.4 5.3 5.2 5.1 5.0 4.9 4.8 4.8 4.7 4.6 4.5 4.5 4.4 4.3 4.3 4.2 4.2
Loading: Sling 7.4 6.6 6.0 5.7 5.3 5.0 4.9 4.8 4.7 4.6 4.5 4.5 4.4 4.3 4.2 4.2 4.1 4.0 4.0 3.9 3.8 3.8 3.7 3.7 3.6 3.6 3.5 3.5
Loading: Composite Bow 7.4 6.6 6.0 5.7 5.3 5.0 4.9 4.8 4.7 4.6 4.5 4.5 4.4 4.3 4.2 4.2 4.1 4.0 4.0 3.9 3.8 3.8 3.7 3.7 3.6 3.6 3.5 3.5
Loading: Short Bow 8.8 7.9 7.1 6.8 6.4 6.0 5.9 5.8 5.7 5.6 5.5 5.4 5.3 5.2 5.1 5.0 4.9 4.8 4.8 4.7 4.6 4.5 4.5 4.4 4.3 4.3 4.2 4.2
Loading: Long Bow 10.3 9.2 8.3 8.0 7.4 7.0 6.9 6.7 6.6 6.5 6.4 6.3 6.1 6.0 5.9 5.8 5.7 5.6 5.6 5.5 5.4 5.3 5.2 5.1 5.1 5.0 4.9 4.9
Loading: Light Crossbow 23.5 21.1 19.0 18.2 17.0 16.0 15.7 15.4 15.1 14.8 14.5 14.3 14.0 13.8 13.6 13.3 13.1 12.9 12.7 12.5 12.3 12.1 11.9 11.8 11.6 11.4 11.3 11.1
Loading: Heavy Crossbow 32.4 28.9 26.2 25.0 23.4 22.0 21.6 21.2 20.8 20.4 20.0 19.6 19.3 19.0 18.6 18.3 18.0 17.7 17.5 17.2 16.9 16.7 16.4 16.2 15.9 15.7 15.5 15.3
Restring Short Bow 29.4 26.3 23.8 22.7 21.3 20.0 19.6 19.2 18.9 18.5 18.2 17.9 17.5 17.2 16.9 16.7 16.4 16.1 15.9 15.6 15.4 15.2 14.9 14.7 14.5 14.3 14.1 13.9
Restring Composite / Long Bow 44.1 39.5 35.7 34.1 31.9 30.0 29.4 28.8 28.3 27.8 27.3 26.8 26.3 25.9 25.4 25.0 24.6 24.2 23.8 23.4 23.1 22.7 22.4 22.1 21.7 21.4 21.1 20.8
Shift a Weapon 1.5 1.3 1.2 1.1 1.1 1.0 1.0 1.0 0.9 0.9 0.9 0.9 0.9 0.9 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.7 0.7 0.7 0.7 0.7 0.7
Drawing a Weapon 2.9 2.6 2.4 2.3 2.1 2.0 2.0 1.9 1.9 1.9 1.8 1.8 1.8 1.7 1.7 1.7 1.6 1.6 1.6 1.6 1.5 1.5 1.5 1.5 1.4 1.4 1.4 1.4
Making Awareness Static Manuever 1.5 1.3 1.2 1.1 1.1 1.0 1.0 1.0 0.9 0.9 0.9 0.9 0.9 0.9 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.7 0.7 0.7 0.7 0.7 0.7
Rapid Observation Static Manuever -40 4.4 3.9 3.6 3.4 3.2 3.0 2.9 2.9 2.8 2.8 2.7 2.7 2.6 2.6 2.5 2.5 2.5 2.4 2.4 2.3 2.3 2.3 2.2 2.2 2.2 2.1 2.1 2.1
Half Observation Static Manuever -20 7.4 6.6 6.0 5.7 5.3 5.0 4.9 4.8 4.7 4.6 4.5 4.5 4.4 4.3 4.2 4.2 4.1 4.0 4.0 3.9 3.8 3.8 3.7 3.7 3.6 3.6 3.5 3.5
Full Observation Static Manuever +0 10.3 9.2 8.3 8.0 7.4 7.0 6.9 6.7 6.6 6.5 6.4 6.3 6.1 6.0 5.9 5.8 5.7 5.6 5.6 5.5 5.4 5.3 5.2 5.1 5.1 5.0 4.9 4.9
Rapid Mount or Dismount Riding Animal 2.9 2.6 2.4 2.3 2.1 2.0 2.0 1.9 1.9 1.9 1.8 1.8 1.8 1.7 1.7 1.7 1.6 1.6 1.6 1.6 1.5 1.5 1.5 1.5 1.4 1.4 1.4 1.4
Normal Mount or Dismount Riding Animal 7.4 6.6 6.0 5.7 5.3 5.0 4.9 4.8 4.7 4.6 4.5 4.5 4.4 4.3 4.2 4.2 4.1 4.0 4.0 3.9 3.8 3.8 3.7 3.7 3.6 3.6 3.5 3.5
Standing Up From Seated Position 1.5 1.3 1.2 1.1 1.1 1.0 1.0 1.0 0.9 0.9 0.9 0.9 0.9 0.9 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.7 0.7 0.7 0.7 0.7 0.7
Standing Up From "On Knees or Crouch" 2.9 2.6 2.4 2.3 2.1 2.0 2.0 1.9 1.9 1.9 1.8 1.8 1.8 1.7 1.7 1.7 1.6 1.6 1.6 1.6 1.5 1.5 1.5 1.5 1.4 1.4 1.4 1.4
Moving Up From Prone To On Knees/Crouch 4.4 3.9 3.6 3.4 3.2 3.0 2.9 2.9 2.8 2.8 2.7 2.7 2.6 2.6 2.5 2.5 2.5 2.4 2.4 2.3 2.3 2.3 2.2 2.2 2.2 2.1 2.1 2.1
Standing Up From Prone 7.4 6.6 6.0 5.7 5.3 5.0 4.9 4.8 4.7 4.6 4.5 4.5 4.4 4.3 4.2 4.2 4.1 4.0 4.0 3.9 3.8 3.8 3.7 3.7 3.6 3.6 3.5 3.5
Rapid Drop To Ground 1.5 1.3 1.2 1.1 1.1 1.0 1.0 1.0 0.9 0.9 0.9 0.9 0.9 0.9 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.8 0.7 0.7 0.7 0.7 0.7 0.7
Careful Drop To Ground 2.9 2.6 2.4 2.3 2.1 2.0 2.0 1.9 1.9 1.9 1.8 1.8 1.8 1.7 1.7 1.7 1.6 1.6 1.6 1.6 1.5 1.5 1.5 1.5 1.4 1.4 1.4 1.4
Picking Up Something Off Of The Ground 4.4 3.9 3.6 3.4 3.2 3.0 2.9 2.9 2.8 2.8 2.7 2.7 2.6 2.6 2.5 2.5 2.5 2.4 2.4 2.3 2.3 2.3 2.2 2.2 2.2 2.1 2.1 2.1
MISC. MODIFIERS MOVEMENT GENERAL RULES SUMMARY
Surprised: -30 Init (Base Rate X Pace Multiple) / 10 = Feet Per Second "Rounds" are equal to 8 or 10 Sec. (For Bleeding, Stun, Durations, Etc.)
Character Taken More Than 50% Hits: - 8 to Init No penalty for moving less than 1/2 walking rate. PaceX-10 = Adj. to actions i.e.; X1 pace = -10 act; X1.5 = -15, X2 = -20; etc.
Concentrating: - 30 While Concentrating MM task results apply as normal. Modifiers to Initiative affect "initiative" only for that specific action.
Encumbrance: -3 Per -10 Encumbrance MM Penalty Movement Pace can increase or decrease by 1 multiple Only 1 Spell (even Instantaneous) can be "Cast" per 10 sec. (but can prep.).
Weapon Quality: +3 per +5 Bonus, -3 per -5, etc. once per second, unless GM rules otherwise appropriate. Preparation "Rounds" Are equal to the duration shown for "Preparing A Spell", not 10 seconds.
Weapon Speed: Str Bonus - Wpn lbs (+ or - to init) CHARGES Only 1 "roll" for initiative per combatant, per combat, unless GM decides situation allows more.
2 H Weapon Speed: Str Bonus - (1/2 Wpn lbs) (+/- to init) Longer Weapon, Neither Combatant is Charging: +3 If actions are closely timed, a GM might allow the slower to still resolve (death blow, etc.)
SNAP & DELIBERATE ACTIONS Longer Weapon, When One Or Both Is Charging: +7 Combatants can have multiple simultaneously occuring actions (even movement), if logical.
Snap Action: +8 Init Per -10 Action Roll (Max +32 / -40) Charge requires running or greater movement pace. If an initiative is between two initiative columns, use the faster column (I.e. higher initiative)
Normal Action: +0 Init & +0 Action Roll In a charge ranged attacks are considered a Longer Weapon, Initiative times are calculated by taking Base Time * (100/(100+Init)). Base times are at 0
Deliberate Action: -8 Init Per +10 Action Roll (Max -24 / +30) but if two ranged attacks are charging neither get the bonus. Adrenal Moves Preparation Times is directly = to % activity, so 20% = 2 sec. Lookup this time.
Snap Initiative & Activity Modifier is accumulative with Charges are the exception to "resolve times". Resolve a Successful Quick Draw, Dropping An Object, & Instantaneous Spells are 0 second actions.
any of the actions listed in the table above, even spells. charge at the "moment" the combatants meet! Recovery Parry works as per RMSS. It is in affect for the duration of the "attack time" against any one
Optional Rule: Martial Artists gain +16 Init Per -10 from the charge is 1/2 base attack time, before new action. attack that is "resolved" against the target during that time. (Parry has no affect on time)