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 accelerate/decelerate Move every turn
- 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 β 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 itβs 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 |
---|---|---|---|---|
β | 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 | |
β | 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