Combat - xvaldetaro/mendigames GitHub Wiki

Turn Sequence

  • ordered by Basic Speed then DX
  • lasts 1 second

Maneuvers

Choose 1 maneuver each turn

Aim

If followed by attack on same target:

  • Add weapon's Acc to skill
  • +1 for 2 seconds or aim
  • +2 for 3 seconds
  • Add other weapon bonuses (laser scope)
    • Never surpasses 2*Acc

Move a step Any active defense cancels If injured make a Will roll or lose Aim

All-Out Attack

  • Move 1/2, only forward
  • No active defenses until next turn

Melee

  • Determined: Single attack +4 to hit
  • Double: Make two attacks vs 1 foe. Need either:
    • 2 readied weapons (-4 penalty off hand)
    • 1 weapon that doesn't unready
  • Feint: 1 Feint and 1 attack. Feint does not apply to next turn
  • Strong: +2 dmg or +1 dmg/die muscle based

Ranged

  • Determined: +1 to hit
  • Suppression Fire: Spray with automatic fire. Requires:
    • RoF 5+
    • See Suppression Fire p410

All-Out Defense

Move a step. Unless Increased Dodge move 1/2

  • Increased Defense: +2 one of D,P,B until next turn
  • Double Defense: Apply 2 active defenses against same attack.
    • If you fail the defense roll, try a second
    • Can try to parry with each hand as different defense

Attack

move 1 step before or after.

Change Posture

  • Lying to Standing requires 2 CP
  • Kneeling to Standing can be step in another maneuver

Concentrate

Concentrate on a mental task

  • Defense, knockdown, injury or distraction requires Will-3.

Do Nothing

  • May defend unless stunned or surprised
  • Stunned or Surprised characters must take this maneuver
  • Recovery from Stun HT or IQ roll. Recovers at end of turn.

Evaluate

  • Foe close enough for a Move and Attack maneuver
  • +1 to skill for Attack, Feint, AOA, MnA on next turn
  • Can accumulate +3 for 3 turns

Feint

Fake a melee attack

  • Not an attack. Doesn't Unready weapon.
  • Foe may roll Melee Weapon, unarmed combat, Cloak, Shield or DX.
  • Subtract (YourRoll - FoeRoll) from Foe's active defence on next turn.

Move and Attack

  • Ranged attack penalty = Max(2, WeaponBulkRating)
  • Melee flat -4 penalty and adjusted skill capped at 9
  • You can only dodge or block

Ready

  • Pick up, draw, prepare use, regain control of Unreadided weapon, adjust the reach of long weapon
  • Physical action other than fighting
  • Can Step and Defend

Wait

Transform into Att, Feint, AoA or Ready

Movement

  • hex is 1yd

Movement Cot

  • Sidestep/Backstep: 2p/hex

Posture

  • Crouching: +1/2p/hex
  • Kneeling,Crawling: +2p/hex
  • Lying: All move for 1 hex
  • Sitting: No move

Facing Changes

  • +1 per hex-side of change
  • Change facing free if moved < 1/2*Move, or 1 hex-side if >

Running

  • Sprinting adds 20% Move after one second.
  • Need to declare a switch to high-speed mode at end of any turn after a maneuver that has move
    • Can accelerate/decelerate Move every turn
      • DX+3 to decelerate Move*2 or trip
  • Can take only Move and MnA maneuvers
  • Can only turn 60degrees after moving Move
    • DX+3 to change direction before minimum Move or trip

Obstructions

  • Minor (ally, body on ground): +1p
  • Severe obstruction (several bodies, barricade): bypass or jump p352
  • Enemy (see Moving through other below)

Terrain

  • Stairs, Treacherous (mud, waxed floors), Shallow water: +1p/hex
  • Deeper water: all move for 1 hex

Step

  • 1 yd for move 1-10, 2 yd for move 11-20
  • Turn to face different direction

Moving Through others

If Foe is blocking path

  • Evading: QC DX. success if foe does not try to block
    • -5 if foe is standing up
    • -2 if kneeling
    • +2 if approaching from side
    • +5 behind or lying down

Attacking

  • Hit location see p398

Hitting Weapons p400

  • -5 hit "C" weapon, or pistol
  • -4 melee weapon reach 1, medium-sized firearm
  • -3 melee reach 2+, rifle
  • Open to dodge or parry (with same weapon)

Knocking a weapon away

  • extra -2, only weapons that parry
  • QC of weapon skill or ST. Opponent uses DX if missile weapon
  • If works, weapon flies in random dir 1yd
  • Critical failure makes you be disarmed

Breaking a weapon

  • Weight and composition = DR, HP. See damage to objects p483

Melee

Base skill with weapon + maneuver, posture, situation, visibility mods. see p547 for Melee att mods

  • Deceptive Attack: take -2 penalty to give -1 penalty to foe's defense
  • Rapid Strike: make 2 attacks at -6

Unarmed

  • Striking skills: Boxing, Brawling, Karate
  • Grappling skills: Judo, Wrestling
  • See p379 Hurting yourself attacking armor

Grabbing Foe's Weapon or something held:

  • Attack action (Need empty hand) DX/Grappling -4 (hit hand)
  • If hit, Regular Contest on ST, win seizes weapon, loss loses hold.

Grappling foe's body

  • Attack, AoA, MnA with empty hand DX/Grappling (+2 if 2 arms), Can Evaluate or Feint, foe defends normally.
  • If hit. -4 DX & can't move (unless 2 sizes bigger)
  • If target other than torso, use hit location penalty / 2

Action in grapple

  • Takedown
    • QC Max(ST, DX)/Grappling
    • When grappling, win drops victing in own hex or adjacent
    • When being grappled, win removes grip
    • Losing reverse the effects
  • Pin foe on the ground while grappling torso.
    • RC ST (+3 fighter with most free hands)
    • win makes foe pinned and helpless

Slam

  • A,AoA,MnA {DX, Brawling, Shield} (-4 MnA penalty levied), body is heavy weapon, foe defends normally (see parrying heavy weapons p376)
  • If dodged you move 2 yd past him (if had enough move)
    • If you hit someone else, they can defend normally
  • If hit, trade crushing dmg HP*NumMovedYdsThisTurn/100
    • Fractions are penalties in 1D (up to 0.25 is 1D-3, up to 0.5 is 1D-2)
  • If your dmg >= foe's, he makes DX (unless ydmg > 2*fdmg) or fall.

Shove

  • {DX, Wrestling} hit, normal defenses.
  • Knockback = dmg * 2, no damage (-1 per die if 1 hand)

Ranged

To Hit

  • Base
  • Acc(if aim)
  • Size Mod (SM) p19
  • Target Range and Speed p550
  • Circumstantial (rapid fire, movement, darkness, cover etc). p548
  • Can Dodge. Can parry and block if thrown weapon. (+5 success with unarmed parry catches it)

Cover

  • Target Location that is not covered with the penalty, or
  • Roll randomly for hit location with no penalty and maybe hit cover
  • Ignore cover and hit through it

Rapid Fire

  • every full multiple of of Rcl you make in your attack roll scores an extra hit. Unless close stationary target (takes all hits)

Shotguns and multiple projectiles

  • if > 10% of 1/2D, Calculate RoF from the second number
  • if < 10% of 1/2D, Multiply dmg and DR by 1/2 RoF

Reloading and Shots

  • Time to reload in parenthesis next to weapon shots
  • Number of hits = ceil(marginOfSuccess/Rcl)

Hitting wrong targets

  • Firing through occupied hex: -4 penalty for each person in the way
    • if passes along a line between 2 hexes, no penalty unless both occupied
  • If miss. Roll for each target on the way until hit someone

Opportunity Fire

  • Watch a line for anyone at -2
  • watch adjacent hexes at penalty: hexes/2
    • no target discrimination
  • Suppression Fire is swath of 3 yards to the center of the area you declare for X shots

Defending

  • Critical hits allow no defense

Injury mods

  • Stun -4
  • Shock 0 see Effects on Injury p380

Shield mods

  • Readied Shield +DB to Dodge, Parry or Block against muscle based
    • Attack must be from front or shield side
  • DB
    • 1 for improvised shields
    • 2 for medium shield or heavy cloak
    • 3 large shield or force shield

Defending from Side/Back

  • -2 from side
  • Only block/parry from side wielding weapon/shield
  • No Defense from back

Dodge

Basic Speed +3 - encumbrance

  • Rapid fire extra hits dodged = MoS
  • Acrobatic dodge: Roll Acrobatics for +-2 to Dodge
  • Sacrficial Dodge if 1 Step away
    • Announce before friend's defense roll
  • Vehicular Dodge: replace Basic Speed +3 with 1/2 operator skill

Blocking

Roll 3 + {Shield, Cloak}. Must be ready. Once per turn

Parrying

3 + WeaponSkill/2, melee, thrown or within reach missile. -2 if off-hand.

  • -4 (-2 fencing weapons) to each subsequence parry attempt with same weapond. Using 2 separate weapons for parry needs AoD.
  • -1 for thrown, -2 small thrown (knives, shuriken)
  • Parrying Unarmed attacks: roll hit, no defense roll. dmg to limb
  • Max parried weapon weight: BL one-hand, 2*BL two hands.
    • Attempting will drop your weapon
  • Improvised weapons parry considered "cheap" for breakage
  • Unarmed Parry: {Boxing,Brawling,Judo,Karate,DX} or 2hand Wrestling
    • Against weapons: -3 parry unless thr weap. If hit, foe choose arm or original target

Active Defense Options

Retreat against Melee

  • Added for free to any active defense.
  • Take Step back.
  • +3 Dodge or +1 Block or parry vs all attacks from 1 foe.
  • Step happens while foe attacks
  • Only once per turn

Dodge and Drop

+3 do Dodge

  • Any cover added does not count agains initial attack

Diving for Cover

Attempt Dodge and Drop to a nearby cover or distance from blast

Damage and Injury

Dmg = BasicDmg - DR/ArDiv

  • Cut, crush, impale and piercing can dmg without penetrating p379
    • 1HP for every 10 BasicDmg (5 if crushing)
  • Minimum 1 BasicDmg (0 for crushing)
  • Unarmed attacks hit yourself for DR3+ = 1crush/5BasicDmg

Knockback

Crushing or cutting (if not penetrating DR) dmg only.

  • yards = BasicDmg/(TargetST-2)
  • Roll {DX,Acrobatics,Judo} - (yards-1), or fall down
    • if something in the way, collide with speed = yards. p430

Wounding Mods and Injury

Multiply penetrating damage by if living being:

Abbreviation Type Mod
burn burning 1
cor corrosion 1
cr crushing 1
cut cutting 1.5
fat fatigue 1
imp impaling 2
pi- small piercing 0.5
pi piercing 1
pi+ large piercing 1.5
pi++ huge piercing 2
spec. special – see weapon notes 1
tox toxic 1

Effects of Injury

  • 1/3 HP: ceil(BasSpeed/2) and ceil(Move/2)
  • 0 or lower: roll HT each turn to stay conscious
    • See recovering from Unsconsciousness p423
  • for every negative multiple of HP, make HT roll to avoid death.
    • Die automatically at -5*HP
  • Shock: Min(-1*lostHP, -4) penalty to DX,IQ and skills based on them on *next turn ony
  • Major Wounds: 1/2HP, HT roll or stun+knock down. see p420
    • Failure by +5 pass out.

Critical Hits and Misses

  • Critical hits most of the time give no extra damage
  • Critical success on defense rolls makes a Critical Miss on attacker (if melee) See p556 for tables

Other Actions in Combat

Readying Weapons and Gear

  • Need DX roll to ready weapon in close combat.
  • Items in: Holster, scabbard, belt, pack, floor (if kneeling), table..
  • If stand still: table, wall rack in reach (normally 1 yd)
  • Another person holding item out to you (he must take Ready maneuver on his turn)
  • Readying Shield or Cloak: DB ready maneuvers required

Long actions

Action Time
Pick up a heavy object in one hand (weight up to 2xBL) 2s
Pick up a heavy object in two hands (weight up to 8xjBL) 4s
Open an unlocked box, briefcase, chest, door, etc. 1s
Find a loose item in a box, briefcase, pack, etc. (if it’s not hidden) 2d s
Find an item in your own pocket 1d s
Write a brief note 5 s/sentence
Read a brief note 2 s/sentence
Swallow a pill or potion 2s
Light a candle, cigarette, fuse, match, torch, etc. 2s
Replace a weapon in its scabbard, drop a small item into pocket 2s
Search an unresisting person fairly thoroughly 1min
Put on a suit of armor 3s/piece (30 for vacc)

Close Combat

  • Need DX roll to ready weapon
  • Shields give DB penalty to attacks for the wearer
  • Only Weapons with a "C" work

Surprise

  • Total surprise: 1d turns "Do Nothing". IQ roll every turn to go normal in the following turn
    • When surprised and not expecting trouble
  • Partial surprise: each turn roll IQ (+1*turn) to snap out.
    • both parties surprised: 1d contest roll between leaders
    • +2 if leader with combat reflexes (+1 if someone else)
    • +1 leader that has higher IQ
    • -2 if leaderless

Visibility

  • Attacker blind: Hearing-2 to pinpoint hex, or attack random hex. -10 attack roll
  • Attacker's foe invisible: -4 attack roll
  • Defender can't see attacker, but knows it is being attacked: -4 dodge
    • Hearing-2 to parry or block

Hit Location

Roll Location Mod Wnd mod Notes
– Eye -9 - HP/10 dmg blinds, or DR2
3-4 Skull -7 x4 DR2, crits p556, knd -10
5 Face -5 corx1.5 major wnd blinds, crits p556, knd -5
6-7 Right Leg -2 pi+,pi++,im x1 HP/2 cripples, extra dmg lost
8 Right Arm -2 pi+,pi++,im x1 HP/2 cripples, extra dmg lost
9-10 Torso 0 - -
11 Groin -3 - x2 shock (up to -8) to males
12 Left Arm -2 pi+,pi++,im x1 HP/2 cripples, extra dmg lost
13-14 Left Leg -2 pi+,pi++,im x1 HP/2 cripples, extra dmg lost
15 Hand -4 - HP/3 cripples
16 Foot -4 - HP/3 cripples
17-18 Neck -5 cr,cor x1.5, cut x2
– Vitals -3 im,pix x3

Special Damage

Mounted Combat p397

Flying combat p398

Combat examples

http://www.themook.net/rpg/examples/melee/index.php?id=one-basic