Combat Rules

What is a Round?

A round is when everyone involved in the combat has had a chance to take action.

  • At the start of every round, determine your initiative, Roll Reaction, add 1 to your Initiative sub-stat for each die that is not a failure (1-3 are ALWAYS failure dice)
  • Everyone in the combat takes turns spending Action Points. The player with the highest initiative goes first, then the player with the next highest initiative, and so on. When all players have taken a turn, the round is over, and all players in combat roll initiative again to being a new round.

What Can I do on MY turn?

During your character’s turn to take action, you spend your action points, here is a few ideas of things you can do with action points.

  • Ready a weapon (draw it, and power it on -if necessary)

-x AP (cost varies by weapon)

  • Aim/Fire a weapon (focus a drawn weapon on a target and fire)

-x AP (cost varies by weapon)

  • Reload a weapon (change your clip)

-x AP (cost varies by weapon)

  • Switch Fire-Mode on a weapon

-1 AP

  • Move

-1 AP per meter

  • Duck behind Cover

-1 AP

  • Rise from Cover

-1 AP

  • Other simple actions, or motions

-1 AP Examples:

-pushing down on an air-pump, while filling a bike tire

-taking your phone from your pocket

-turning on your computer

-taking a bite from a bagel

Special Shots

Damage Overflow

  • Damage inflicted by you is +1 for every additional successful die in your roll (beyond successes required to hit your target)

Unarmed Combat

(fighting with fists, kicks, etc.)

  • Damage = Body Level
  • Player’s discretion, stun damage or regular damage

Called Shots

(hitting a specific location on a target, IE limb, head)

  • Aim/Fire now requires all your allotted action-points for your turn (weapon must be ready)
  • +1 Success required
  • vital shots (head, heart, etc.) Damage x 2
  • Non-vital (limb, equipment, etc.) Damage ½

Off-hand Penalty

(hitting a target with your off-hand)

  • +1 Succes required

Fire-Modes

Bust Fire

  • Aim/Fire now requires all your allotted action-points for your turn (weapon must be ready)
  • Your clip is -5 ammo
  • roll +2 dice

Full-Auto

  • Aim/Fire now requires all your allotted action-points for your turn (weapon must be ready)
  • Your clip is -10 ammo
  • roll +2 dice
  • Your damage is +2 for every additional success in your roll (instead of +1)

Piercing

  • Piercing weapons have two damage values. Example: 4 / 2

The first damage value (ie. 4) is dealt as usual however damage to targets actual hit points is plus the second damage value (ie. +2)

Stream-Fire

  • Aim/Fire now requires all your allotted action-points for your turn (weapon must be ready)
  • Your clip is -20 ammo
  • If you hit your target again on your 2nd turn, your Damage is Double
  • You may choose to continue firing, doubling your damage EACH time
  • Each pair of snake-eyes cause collateral damage to the setting, as well as eliminating a successful die
  • When you miss your target, the cycle is broken & weapon damage returns to normal.

Armor & Shields

So you’ve been hit

Lets hope you’ve got some armor to absorb some of the damage

Example Armor

LEVEL

3

BashEdgedHeat

Projectile

445

4

  • Roll your Armor’s Level
  • For a die to be counted successful, it must be equal, or greater than your armor’s ranking for the damage type you’re trying to reduce. See Example Armor above.
  • Each Successful die reduces the damage to your HP by 1.

Armor Durability

  • During a durability roll, for every snake-eyes (every pair of 1’s) remove a successful die
  • Botching an Armor Roll Permanently Reduces your Armor’s Level by 1 (until you get it repaired) (See Dice Rules for rules on botching)