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en4.0:combat

Combat

Combat is broken down into turns, each one about a second long. Every turn, each character and NPC involved is allowed to take one combat action.

Initiative

The order in which characters and NPCs act is generated only once per battle, during the very first turn. First, all combatants declare their first-turn combat actions (see below). Each character then rolls as if they were resolving their actions, but this first roll is only used to determine the order. The character or NPC with the highest success acts first. The turn then passes to the second highest, and so on. When everyone with successful rolls have acted, those who failed act - again, ordered from highest to lowest. When all have acted (or chosen not to act), the turn is over, and the next one begins. The order remains unchanged throughout the battle.

Actions in combat

Not all actions are combat actions. Anything that is very simple, or easily combined with other tasks (e.g. shouting an order, dropping whatever you are holding) does not count as a combat action. Actions that take several seconds to complete will span several turns.

Defending

In an attack, the roll must not only succeed, but also do better than the opponent's efforts to not get hit.

In a close combat attack, the degree of success must be higher than the opponent's Guard. If the defender has made (or is about to make) a close combat attack in this turn, use the Guard from that attack. Otherwise, use Unarmed Guard.

In a ranged attack, the degree of success must be higher than the distance to the target. Use the range scale in the lower right corner of the character sheet to the determine the distance.

Close combat attack

The attacker rolls Strike, to beat the opponent’s Guard. A defender who hasn't already acted this turn may immediately make a counterattack, using the same rules as a regular attack.

These attacks occur simultaneously: determine success or failure for both of them before you calculate the damage (and apply penalties).

Ranged attack

Ranged attacks hit if they score a higher success than the distance to the target. Use the Range table on the character sheet: if the distance is about 100m, the attacker needs a success higher than 4. At distances under 5m, all successes are hits.

Targets that are harder to hit (small, prone, fast-moving etc) incurs penalties to the attack roll. For example, if the enemy is entrenched in a good position, the GM could rule a -3 to hit that target. Conversely, large targets (like cars or buildings) could give bonuses.

There are three kinds of ranged attacks, each having a corresponding value. The difference between them is the degree of preparation:

  • Aimed: The entire previous turn was spent Aiming at the target.
  • Directed: A readied weapon can fire directed shots at any target in the general direction in which it is pointed.
  • Snap Shot: When the weapon is neither directed nor aimed at the target, the shooter is limited to snap shots.

If you stay too long in a firing position, someone will have time to aim at you. You will want someone to cover you as you advance, to put that pressure on the enemy instead.

Some weapons have special firing modes:

  • Prep - Preparation: Before each attack, an action must be spent readying the weapon. This action can be combined with Directing, but not Aiming the weapon. Bows and many anti-tank weapons are Prep.
  • Slow: Every time this weapon is fired, the next round must be loaded manually (e.g. pump action or single action revolver). To emulate this, Slow weapons are never considered Directed the turn after firing.
  • Fast: The weapon can fire two shots in rapid succession. Up to Range 4, doing so increases Damage by +1.
  • Burst: This weapon can make Fast attacks, or fire a burst of five shots. Up to Range 3, a Burst increases the chance to hit by +1 (which also indirectly affects damage).
  • Auto: These weapons also can make Fast or Burst attacks. When a weapon fires full Auto two separate attacks are made, against either one or two targets. This uses 10 bullets and has Range 1. Resolve the first attack normally. If the first attack is a Snap Shot or Directed, so is the second one. If the first attack is Aimed, the second one is Directed. Note that the usual restrictions for Directed still apply: the target must be in the shooter's general direction. Otherwise, use Snap shot.

A machine gun mounted on a bipod or tripod does not suffer the range limitations of either attack type.

Move

As an action, a character may move up to her Agility in meters. As soon as a move action is declared, the character is considered a moving target until she stops. All declared move actions are resolved simultaneously at the end of each turn; all characters who are still able to do so arrive at their destinations.

  • Movement can be combined with a Close combat attack, without penalties
  • The character may take other actions while moving, but this halves the maximum distance covered, and the other action suffers a -2 penalty

If an attack is combined with a move, it occurs after all moves have been resolved (at the end of the turn).

Cover

A character in full cover does not have line of sight to or from anyone on the other side of the cover. Taking cover counts as an action, but may be combined with a Move.

Going from full cover to a Firing position requires an action, and can be combined with Directing (but not Aiming) the weapon at a predetermined location. Shooting at someone in a Firing position incurs up to a -3 penalty, depending on the quality of the position and the angle of attack.

Wait

Waiting means simply passing the turn on to the character who’s next in the initiative order. A waiting character may declare one specified action, which may then be used to cut off another character's action later in the turn. If the waiting character wishes to take any action that is not specified as above, this action will be resolved after the event that the character reacts to. When the waiting character has acted, she returns to her regular place in the initiative order as of next turn.

en4.0/combat.txt · Last modified: 2013/08/06 13:34 (external edit)