Combat seems to be an inevitable thing in all RPGs, so we better have some rules for how it happens. The combat system used is aimed to be as stream-lined as possible, so one can get dramatic tension in the fights. Also note that combat in this system is geared towards being fast5.1 and deadly, so one should (if at all possible) avoid ending up in a combat situation.
Combat takes place in rounds. Each combat round (CR) is approximately 5 seconds long and consists of multiple attempts at attacking and defending, so all ``to hit'' rules govern a sequence of probes, feints and the like. For projectile and beam weapons, it is more a question of getting the correct aim and trying to predict how the target is moving.
At the very start of a combat, roll for initiative (PER+AGL+D20), highest score goes first (this can be crucial for ``one-hit fights''), after the first round treat all attacks as ``effectively simultaneous'', though as separate for determining damage to weapons (this means, decide on an order and any weapon that ends up taking enough damage to break will not be usable for attack).
Weapon skills fall in one of multiple broad categories, there are also specific weapon skills. (let's say Emma's character Joanne has ``Point swords'' to 30% and further has ``Epée'' at +25%, giving her a total of 55% at using an epée).
Weapon skills are affected by encumbrance (see
p.
for exact details, in short anything up to
STR x 2 is fine, anything above that gets an extra Hard modifier per
started multiple of STR and an extra Fatigue loss per combat round).
The character also has the option to dodge. Dodging means applying a Hard modifier when doing an all-out attack, but doesn't affect a normal attack or an all-out defence. Dodging is useful against projectile and beam weapons, whereas the normal parrying implied in a normal attack or all-out defence isn't.
Any successful parry means that the character doesn't take damage from the parried attack. However, to parry a special success, one needs to do a special or perfect parry and to defend against a perfect attack, one needs to do a perfect parry.
Attempting to parry more than the ``penalty-free'' amount (none, one or three parried attacks) gives an extra Hard modifier for each extra parry attempt, this doesn't affect parry attempts that have already been resolved.
Reloading takes one round, but most weapons have speed-reloading available (some do not, they're marked as such in the weapons table). To speed-reload (having the weapon usable in the same round), all that's needed is a successful weapons skill check against the specific weapon skill plus half the group skill. The number of available uses (charges or projectiles) varies from weapon to weapon and is noted in the weapons table.
For each three rounds of combat, deduct one fatigue point. When fatigue reaches 0, the character needs to rest for at least five minutes before doing anything else. Continuing fighting is done at two difficulty levels harder than it should've been (anything harder than ``Impossible'' is an automatic fail). Fatigue points are recovered at the rate of one every two CR. However, if they've reached 0, five minutes of complete rest is needed before any recovery can be made. At the end of the five minute period, fatigue is at half of normal max.
Damage from weapons are taken from hp
and when hp reaches 0, the character falls unconscious.
If hp falls below 0,
the character starts losing hp at a rate of 1 hp
every 4 rounds until a successful First aid has been done (equally
good is being shuffled into an auto-doc). When hp reaches -
5.2 Fatigue and hp can be
regenerated. For each minute of not working hard (combat, running,
carrying heavy loads and the like), a character regains one fatigue.
Alas, hp regenerate more slowly, at 1 hp per day of taking it easy (if
completely at rest, the character regenerates 2 hp per day).
When a character fumbles with weapons, something bad happens. As a GM,
feel free to improvise fumbling result or consult the handy weapons
fumble table.
01-25
Armour comes in many variations, starting from the old classics like
boiled leather, on to modern armour like powered combat
suits. Obviously, the protection they offer from various types of
damages varies, but we shall gloss that over, for the sake of
simplicity5.3.
Each armour absorbs a number of
points of damage, this is called the armour's absorption (
ABS).
Armour comes in basically two versions, powered and unpowered. Powered
armour uses energy cells (see p.
Chameleon suits and the three types of infantry
battle-suits (infantry, scout and command armour) are all powered and
the infantry, scout and command suits require power to even move.
A chameleon suit has multiple cameras and colour-changing pixels on it
and an on-board computer to mimic and meld into the surroundings as
well as possible. It makes hiding two levels easier (makes an
``impossible'' modifier into a ``Hard'', a ``normal'' into ``very
easy'' and makes for an automatic success for both ``easy'' and ``very
easy''). When un-powered, a chameleon suit is light-grey in colour and
slightly sparkling and shows up quite well.
The light powered armour also doubles as an environmental suit and has
a small level of power amplification, so as to increase the movement
speed and physical strength of the wearer. It has no built-in
weaponry, but for the purpose of lifting and carrying, add 5 to the
wearer's STR.
The battle-suits are worn completely around the
user and have compartments for storing concentrated food, water and
air (water and air can be topped up from the outside, the food
supplies cannot). They also have waste collection units that can be
changed externally. They're usable as vacuum suits. They have built-in
weaponry (they all have a plasma rifle built-in (continously charged
from the combat suit) and the infantry suit also has grenade launchers
built into the back of the suit, shooting grenades forward over the
head; some modified models also have anti-personnel mine dispensers),
the main difference is that a scout suit is slightly lighter and has a
higher top speed than the others and has replaced some of the weaponry
with sensors and processing capacity. The command suit has full
weaponry, slightly heavier armour (it's also slightly larger than the
two others) and is jammed full with positioning gear, a tactical
computer and radio equipment.
None of the battle-suits is really ``mobile'' without a power source,
due to their weight.
Weapons come in two major variations, close-combat weapons and
distance weapons.
Close-combat weapons are often used to parry or block and may take
damage from it. Given enough damage, the weapon will break. This will
be simulated in the game by the abstract
``break value'' (BV, a number assigned to each weapon).
If in any attack, a weapon is inflicted with more damage than its BV,
it will lose 1 from it. If in any attack, a weapon is inflicted with
more than 6 damage than its BV, it will break.
All distance weapons share some characteristics, they have a maximum
effective range, they have a rate of fire and they can be fired a
given number of times before needing a reload.
Broadsword
Fumbling
Roll Result
Attacker drops weapon 26-40 Attacker drops weapon, flies off D6+6 metres 41-50 Attacker stumbles over own feet, defenceless in next round 51-60 Attacker stumbles over own feet, falls over. Defenceless in next round and takes D4-1 damage 61-70 Attacker hits herself, take normal weapons damage (for projectile weapons, see 26-40). 71-80 Attacker hits friend (if fighting alone, see 61-70) for normal damage 81-90 Attacker armour malfunctions. If she is wearing tech armour, the power starts glitching (-15
91-95 Attacker falls over and hits herself with her own weapon (even with projectile weapons). D4-1 from fall damage, normal weapons damage. 96-99 Attacker weapon malfunctions. If it is a projectile or beam weapon, there is a 15% chance that the weapon explodes, imparting normal damage. If it's a knife, sword, spear or the like, the weapon simply breaks apart and cannot be repaired. 00 Attacker weapon malfunctions as per 96-99, attacker falls falls over (taking D4-1 fall damage) and attacker's armour malfunctions as per 81-90
Armour
for details).
Armour ABS Weight E-cell size
Heavy cloth 1 3-7 kg N/A Boiled leather 2 4-8 kg N/A Studded leather 3 6-10 kg N/A Ribbed leather 4 8-12 kg N/A Band mail 4 9 kg N/A Chain mail 5 15 kg N/A Plate mail 6 20 kg N/A Impact-resistant vest 6 ![]()
6 kg N/A As above, with trauma plates 8 12 kg N/A Chameleon suit 2 5 kg C Light power armour 5 25 kg C Infantry armour 10 150 kg D Scout armour 9 170 kg D Command armour 12 200 kg D
Against projectile weapons only
Powered armour
Weapons
Break value
Distance weapons
Name Type Damage Weight BV
ES 2D6+2 1.5 kg 12 Dagger K D4+1 0.5 kg 6 Epée PS 2D6 1 kg 10 Foil PS 2D6-1 0.7 kg 8 Gladius ES D6+2 1.5 kg 10 Katana ES 2D6+3 1.5 kg 10 Machete K D6+2 0.7 kg 10 Rapier PS 4D4 1.5 kg 11 Sabre ES 2D6 1 kg 12 Spiked mace C D6+2 1 kg 6 Wakizashi ES D6+2 1.0 kg 7
PS - pointed sword ES - edged sword K - knife C - club
Name Type Damage Weight Rounds Calibre Range Rate charges E-cell
Glock 17 P 2D6 0.625 kg 16 + 1 9 mm 30 m 8
Laser pistol BP 2D6 1 kg 30 B 30 m 6 Laser rifle BR 3D6 3 kg 20 C 250 m 6 Plasma pistol BP 2D6 0.5 kg 20 A 20 m 3 Plasma rifle BR 3D6 2 kg 20 B 90 m 3 Mauser rifle R 3D6 4.5 kg 6 6.5 mm 450 m 3 Sniper rifle R 3D6 5.3 kg 6 6.5 mm 3000 m 2 Assault Rifle (light) R 2D6 4.5 kg 30 5.56 mm 450 m 30 Assault Rifle (heavy) R 3D6+1 5.3 kg 20 7.62 mm 450 m 20
BP - Beam pistol BR - Beam rifle P - Pistol R - Rifle per CR
Example combat
Joanne is in a bad situation5.4, she is being
cornered by Ondkille, a local thug. Ondkille is waving a knife and
threatening to kill her, unless she hands over not only all her
weapons and cash, but also the package Joanne is couriering
(containing a vaccine for space plague, to be shipped to the planet
Borta later the same evening).
Joanne is wearing her re-inforced leather jacket (treat as studded
leather) and her trusty epée. She frees her weapon and prepares to
attack (she decides not to do an all-out attack, since knives are
nasty things).
Ondkille, meanwhile, wears boiled leather (2 ABS) and a dagger (40%,
D4+1). His relevant stats are STR: 8, CON: 8, AGL: 10, PER: 13,
Fatigue: 16, hp: 16.
As they both prepare to fight, Emma and the GM checks for initiative
(5+AGL+PER for Joanne, 19+AGL+PER for Ondkille). With a total of 36
for Joanne and 42 for Ondkille, he goes first. He does a full-out
attack, for a to-hit chance of 60% and the GM rolls 17, a successful
attack. Joanne tries to parry (point sword 30% and epée at 37% for a
total of 67%), and Emma rolls 62, a success. Joanne then attacks back
(roll is 97, a possible fumble, a second roll is 5, giving just a fail).
In the next round, Ondkille goes back to just attacking. At a rolled
85, he misses. Joanne, at a rolled 9, hits and Ondkille (rolling 25)
parries. Following round sees Ondkille miss (at 83), Joanne hit (11)
and Ondkille miss his parry (58). This means he takes damage. Emma
rolls 2D6 to see what damage Joanne's sword does and rolls a
9. Deducting the 2 ABS from that lands 7 damage on Ondkille who is now
down to 9 hp.
The following round, Ondkille misses his attack (84), Joanne lands her
(55) and Ondkille just barely misses his parry with a rolled 41. Alas,
the damage this time is only 6, landing Ondkille with a total of 5 hp.
We see similar things in the fifth round, with Ondkille missing (86),
Joanne hitting (23) and Ondkille missing his parry (61). This time,
Joanne delivers 8 damage, thus bringing Ondkille down to -
Footnotes
Ingvar
2007-07-07