NOTE THIS PAGE IS NOW WRONG: YOU HAVE THREE ACTIONS PER TURN. THERE ARE NO MINOR ACTIONS. THERE ARE ACTIONS AND DOUBLE ACTIONS (FORMERLY DIFFICULT ACTIONS). A DOUBLE ACTION COSTS TWO ACTIONS. YOU MOVE AGILITY + ATHLETICS PER ACTION YOU SPEND. ATTACKING MORE THAN ONCE PER TURN INCURS A 1-EASE PENALTY PER ADDITIONAL ACTION.
Characters begin combat by rolling initiative. Your initiative dice pool is your Agility score plus your Perception score. This roll is Ease 6, regardless of your stats. The character who rolled the most successful dice goes first in the round, followed by the second most, and so on. If you lagged on your initiative roll, you go at Initiative Zero on the first round, which is the last part of each round. And then on subsequent turns, you act on the initiative you rolled. In the event that both a player and another event or effect happen at initiative zero, the player always goes first.
//Initiative Zero has been removed for being too convoluted. I was never happy with the combat system and that might be why. We'll see what we wanna do with it.
In each round (about 10 seconds of time), characters can perform up to three actions.
//minor (easy, and doesn't require much thought) and basic (requires focus, but nothing that's time-consuming or very difficult) or difficult (time-consuming and/or requires a lot of thought and concentration) actions.
Some actions are time consuming and/or difficult or require extra focus. The term for such actions is a Double Action, and as you might be able to guess, it takes two of your turn's actions to perform one. The GM is the final arbiter of what actions are Double Actions even if the rules say otherwise.
A character must declare how many actions they are using at the beginning of their turn. A character can perform one minor and two basic actions on their turn. If the character wishes to perform a difficult action, they may replace their basic actions with a difficult action (keeping their minor action). If the character wishes, they can downgrade any actions to lower action types mid-turn.
Difficult actions resolve on initiative zero of whatever turn they finish. Even if the time required is a single round, a difficult action doesn't finish resolving until initiative zero. If a player acts on initiative zero, it doesn't finish until the i0 of the next turn.
Difficult actions can be downgraded into two normal actions, and one normal action can be downgraded into two minor actions. They get one difficult action to use or downgrade as you wish per turn.
They also get a single reaction that can be used for a counter-attack if you have a skill that allows it, or some other actions. It is up to the GM which type of action is which, but as a general rule, most skill uses are single actions.
//They can perform additional actions in the same round at a 1-die penalty per action. You may not execute more than one difficult action per round.
A character can move up to the average of their agility stat and their athletics skill in meters per round as an action. for free. If they use a minor action to move, they can move twice that (the sum of Agility + Athletics), and if they use a difficult action to move, they can sprint up to two times Agility + Athletics. A character may not act in the middle of their movement action, but they can use multiple types of actions for movement on either side of an action.
Attacking is an opposed roll, using the relevant skill to whatever weapon you're using, against the enemy's Block or Dodge if they took such an action last round, or 3 whichever is higher. If you succeed, you deal damage equal to your margin of success (minimum 1). A force field absorbs damage and armor reduces damage. A force field applies first, then armor, then your HP. Most weapons reduce one of these effects ((gonna tweak this.))
Attacking multiple times in a round incurs a penalty to the accuracy of the attack. After the first attack action, additional attack actions are taken at a 1-ease penalty per attack.
When multiple people are attacking you, defending from all sides becomes difficult. After the first defense attempt in each round (regardless of its success), you take a 1-die penalty for each additional defense attempt you make.
Steps of Combat
1.) Surprise Round - you may not perform difficult actions in the surprise round.
2.) Initiative - Most successes goes first, followed by next, and so on. If two characters get the same initiative score, they act at the same time, but the players always act before an NPC. If you lag an initiative test, you act on initiative zero for the first round.
3.) First Round - The characters in the scuffle take turns in initiative order. On a player's turn, they may declare to use extra actions at the beginning of their turn. ((Probably gonna rename them something uniform)) However, it imposes a penalty on ALL their actions taken that round. Characters may perform actions in any order they like, but they may not split actions such a movement.
4.) Initiative Zero - Some things occur last in the initiative order. Things like Grenades and slow-moving projectiles hit on initiative zero. Characters who perform such actions ON initiative zero hit on the next initiative zero.
5.) Second Round - Once all characters have acted, play goes back to the top of the initiative order. Characters who took a penalty from lagging on initiative in round 1 do not suffer the penalty beyond the first round.
And so on...
Combat Actions
Move: Agility + Athletics as an action.
Changing Weapons: Equipping a weapon (and stowing your previous one) is an action. Dropping a weapon is free. You can also draw a weapon from an easily-accessible holster or bandolier as part of the normal attack action ((if you have the quick draw trait?)) You can pick up an object from the ground, or a reachable surface that your character can easily carry as part of a move action.
More Things: I haven't finished with this page yet, so there will be more actions later.
Use a Skill: Most skills are normal actions, including attacking, active perception skills, social skills, and more.
Use an Item: Doing something like injecting yourself with a booster, using a panel on the wall, or any number of other things you could think of falls under this category.
More Things: See above.
Full Defense: You can use an action dodging. Make a Dodge skill test. The number of successes you get is added to your opposing defense roll on a single attack. ((This is changing. I just need to finish the edits.))
Called Shot: A moment to aim, and then hitting a specific target. Making a called shot is a double action, using the time to steady your aim before making the shot. Called shots hit a specific target, at a 1-3 die penalty, but give a bonus, at the GM's discretion. For example, shooting at a mecha's sensor array or optics system may be a 3-die penalty (or in some cases impossible), but disable the system if you hit. For the most part it's up to the GM what's possible, and what happens on a success.
Grapple: Attempting to hold your opponent in place, or keep him pinned to prevent him from acting. A grapple begins like a normal attack, using unarmed to attack, and defending using either block (to prevent you from getting a grip) or dodge (to get out of the way to prevent you from getting a... good... grip. Yeah.) If you succeed, your opponent is Ensnared.
GM's Discretion: The GM is the final say in what type of action category the character is trying to perform. It's generally a good idea to assume that if it's distracting, time-consuming, or takes your entire body to do, it's a difficult action. There are cases where this is not true. Like I said, it's up to the GM what action category your character's action fits into.
Reactive Actions
Skills: A parry, for example (under the blades skill) is a reactive action that grants you a counter-attack upon success. You do not get a counter-attack by default.
//PLEASE NOTE THAT ANY CHARACTERS ACTING ON A SURPRISE ROUND CAN ONLY PERFORM ONE ACTION SOMEWHERE ELSE. -1/21/20
Attack Actions
Some weapons have different fire modes. Rifles and SMGs might be able to burst fire or fully automatic fire. When a player chooses to do this, the action requires a different amount of ammunition and may get a different bonus or penalty to their accuracy.
Melee: Melee attacks take no penalty to accuracy and no bonus to damage. Each attack is a single shot and takes a basic action.
Basic Attack: Single shot (or semi-automatic) fire is spaced enough to allow you to get back to aiming stance between-n shots. It provides no penalty to accuracy and no bonus to damage. Each attack takes a single round of ammunition and aims for a single target. Single shot attacks are a basic action.
Full Auto: Fully automatic attacks work a little bit differently. You empty your weapon's magazine in a 90 degree cone, attacking every creature in the cone. Roll one attack roll, and every creature in the area will defend individually at 1-die penalty. You have to use a minor action to reload after this action. Full Auto attacks are a difficult action.
Suppressive Fire:
Panic Fire:
Aim:
Reload: Reloading is a minor action for most weapon types. Heavy weapons require a basic action to reload.
Overwatch:
Defenses
When a character attacks another, they first target their active defenses. These are opposed dodge or block actions aimed to eliminate or reduce the MOS of an attack. Remember that multiple defenses in a round take a cumulative 1-die penalty. If an attack succeeds, damage is applied first to the defending character's force field (if they have one) and then is reduced by the character's armor (minimum 1 damage) and applied to hit points.
Cover: When a character is partially obscured by terrain (such as hiding behind a desk or shooting around a corner) they are considered to have partial cover. Partial cover grants a 2-dice penalty to attack rolls.
Threat
Hit Points and You
//This rule is entirely optional. I want to test it, but I think it might be fun. This will be moved to an optional rules page once I have the rebalance edits down.
I have some good news and some bad news. When you hit zero hit points, you don't immediately die. That's the good news. However, combat does become far more deadly (or entertaining, for anyone not you.) After dropping below zero hit points, you roll on the hit location table for every hit you take. After determining a location, you roll on the Hit Effects table for your unit type. For example, if you're on foot, in combat with a xenos scum, and their claw rends you in the leg, you roll on the Infantry Legs - Blade Effect table. If you are wearing armor at the rolled location, you get to ignore the effect for the first time something hits that spot only. After that, your armor is broken, and future hits to that location will hit as normal.
You still die at -2 * Stamina hit points, but you are not dropped as per normal.
//Also I might want to add something regarding larger weapons rolling more than once. Otherwise the best build no matter what is someone who attacks with low damage, high speed attacks, and that would get boring quick.
Mecha Combat
"Humanoid" mecha HP is determined in pieces. It's divided into Head, Torso, Arms and Legs. When an attack that is NOT a called shot is made against a mecha (which incurs a dice penalty), you roll 1d10 to determine where you hit.
1.) Head
2.) Arms
3.) Arms
4.) Arms
5.) Torso
6.) Torso
7.) Torso
8.) Legs
9.) Legs
10.) Legs
The HP Values of each of the parts is calculated separately, based on the part that you buy. Of course, humanoids aren't the only mecha available. However most of the others only use a base hull and lack the same hardpoints that the humanoid shells have. Regardless, here's the outline to follow.
The Shell or Torso should take up at least 1/3 of the hit slots, right in the middle. All of your average rolls should hit the thickest piece.
The weakest link should be a 1, maybe 2 only. These rolls are considered good for the rest of the system, and this should be no different.
Limbs and less desired hit locations should be both at the ass end of the die and as a buffer between the "best" location and the shell.
When in doubt, ask Classic Battletech.
And that's a general guideline on hit locations for something I didn't cover like Frigate shells with arms. God dammit, Outlaw Star.
Hit Effects
Arguably the best part of some systems (coughDarkHeresycough) is what happens when you take a significant portion of damage. For mecha, parts being disabled doesn't necessarily mean they die. Your legs getting taken out will slow you down, maybe knock you over, but your systems still exist and this you can still fight. Your cockpit is either in the head or torso, and so long as that doesn't get destroyed, you, the pilot are still alive and kicking. Your engine is often in the torso, and if that gets disabled, you're definitely not moving, and sometimes it might even become unstable and you'd better hope you bought an auto-eject.
I'll make a set of tables for this. ((I'll also move it to the Optional Rules Page after the rebalance edits.))
Mecha Hit Tables
Infantry Hit Tables
Xenos Hit Tables
Sharing the Battlefield
I don't care what Maz says, infantry and armor should be able to share the field. And I'm gonna make it work, god dammit. A large part of this is of course the GM not being a giant dick and throwing a party of infantry against a full squad of power armor. As much as I can balance it out a little, the capabilities of heavy units does make them a more compelling option in a straight firefight. But I want everything to be a viable option, so I need to write up rules explaining why Infantry are a viable option. Here 'goes.
Infantry Are Viable, Dammit!
Size: Infantry get to use stuff like Cover that wouldn't hit a Mech shell or even a power armor. Got a doorway or hall that they PA can't fit through? The perfect Infantry hiding place. They can poke their heads out to fire Penetrating weapons. This is, unfortunately, entirely in the hands of the GM's map design, but I'll write up rules for cover before the playtest.
Aside from cover, a smaller target means it's more difficult to hit. Using larger weapons and hulls will give a penalty to attacking infantry (damn you small sig radius frozen corpse!) You can reduce this penalty with more advanced targeting systems, but generally if you're going for a giant hull, it's because you're fighting giant enemies that calls for it. You're not gonna try and snipe infantry with a cap ship.
That said, the destructive power of that kind of weaponry is something to be feared, and even an indirect hit will cause some damage. Good thing I haven't written splash rules yet... Ahahahaaaa I'll be getting on that soon.
What else? Hmm. Maz suggested an interesting infantry item. Again, a large part of this is the GM not sucking and sculpting encounters reasonable for the party. Also the party not being dicks and making characters reasonable for the campaign. Communication here is really important.
Exposure and Battlefield Conditions
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The conditions a character exists in will rarely be ideal, but this section covers when they are outright dangerous or detrimental.
Very Temperature: Characters in extreme heat or extreme cold must make Grit (Endurance) or Survival (Endurance) rolls every hour they are exposed to the conditions. For each hour they are exposed, the next roll is made at a 1-ease penalty. Certain conditions can cause this roll to become more frequent or the penalty to change to a more lenient or more deadly one.
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Status Effects
Over the course of play, characters might have any number of things happen to them that would inhibit their ability to do something. Maybe they took an excessive blow to the head and are staggered. Maybe they're tied up, maybe they're frozen in a block of ice, whatever has happened to your character, there's probably a way to represent it in the rules.
Afraid: When a character is afraid, they have two options. Cower or Flee.
A cowering character must take a full defense action.
Fleeing characters MUST run as far from the source of fear as they can. If they cannot run any further, they cower for the remainder of the fear effect.
Fleeing characters can take no other actions.
Blind: When a character can't see, be it anything from a flash bang to their eyelids sewn shut, they're blind.
Any skill check or action that requires sight automatically fails.
You take a 4-die penalty to offensive and defensive rolls in combat.
All opponents are considered concealed.
Blind characters must make an Athletics check if moving more than 1/4 their speed, or fall prone.
If a character has been blind for a long time (as determined by the GM), they may overcome some of these detriments. Reduced penalties, ability to make some checks at a penalty (not sure on this).
Concealed: When a character is hiding behind terrain, or is otherwise unable to be seen by another person, that character is concealed.
Concealment can be total or partial.
Total concealment provides a 2-die bonus on Stealth checks to avoid detection. Partial concealment provides 1 die.
When a totally concealed target is attacked that attack's ease is reduced by two.
Partial concealment reduces the ease by one.
Dead: You're dead. You are dead. Dead as a dodo. Deader than a- Oh I can't be arsed with this bloody ridiculous contraption. Whose idea was this, anyway? Right. So, when your health is reduced to -2 * Your Stamina Attribute (likely to be changed depending on how damage goes in fights), you die. Like, end of the line, reroll. You cannot be brought back with a stimpack, Ether mending, or red potions. I'm not sure if I'll put anything in the game about resurrecting a dead character. I'll get back to you on that.
Dropped: When a character is reduced to 0 hit points or below, but not yet below -2 * Stamina, they're dropped.
You immediately fall prone.
You are considered paralyzed for any attacks made against you.
You cannot take any actions.
You might be bleeding out, if I design the rules for it.
Ensnared: Be it from a rope, chains, a straight-jacket, or an Ether ability, your character is tied up or otherwise unable to move.
You take a 2-die penalty to all defensive actions, and a 4-die penalty to all offensive actions.
If you are not anchored to any immobile object, you may move at 1/4 your speed.
You take a 4-die penalty to all actions that require manual dexterity.
Connected can still manifest Ether powers normally.
Entranced: Some creatures or effects cause you to be hypnotized or otherwise incapable of thinking or acting properly.
Entranced characters can only quietly sit and watch the entrancing effect.
Entranced characters can take no actions.
A character that is entranced can make a Nerve check against the effect if any obvious threat (ex: an attack but not the appearance of an enemy) is made against them, or if they are moved.
Any defense made against an attack that snaps a character out of their trance is made at a 2-die penalty.
The entranced status immediately ends if the character is struck.
Exhausted: There are times when you've just pushed yourself past the limit. Or maybe something just drained your strength away. When that happens, you're exhausted.
You may only take 1 basic action per turn.
Attacks and defense are made at a 1-die penalty.
You may only move up to half your speed.
Paralyzed:
You cannot take any actions (even defense).
You fall prone.
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Restrained: Tied up with physical bonds or held in place by someone stronger. When someone succeeds two grapples in a row with you, you are considered restrained.
You may not move.
You may not attack.
Your defense actions take a 3-die penalty.
You must succeed another grapple check with the opponent to break free (and even then you're still grappling.)
Prone: When you're lying down, or have fallen over, you're considered prone.
Melee attack and defense rolls are made at a 2-die penalty.
It takes a basic action to stand up.
Ranged attack and dodge rolls are made at a 1-die advantage.
Sickened:
Staggered:
Stunned
Unconscious: