Rob's Edit #5
Getting a mite leggy.
SETUP
Combat setup has three phases:
1. Leadership task rolled by Leader.
2. Tactics Mod (not a pool!) rolled by whoever has the best Tactics score.
3. Sitrep by referee.
THE COMBAT ROUND
The combat round has four phases:
1. Strategy. If the Leadership roll at the beginning of combat was successful, the team may discuss what each character should do in this round. Otherwise, skip this step.
2. Decision. Each player selects a die color based on his character's Action:
- (Red) Suppressing Fire,
- (Yellow) Move,
- (Black) Aimed Fire,
- (White) Operate a Vehicle, Heavy Weapons, Demolitions, etc,
- or (Default) AutoFire/SnapFire/Melee or a non-combat action.
3. Actions are resolved in phases: Yellow (Move), Black (Aimed Fire), White (Vehicles and special attacks), Default. Red Phase (Fire Suppression) is reactive.
4. Situation. The referee gives the sitrep.
ACTIONS
Suppressing Fire. Fire suppression happens
whenever an opponent makes an attack. It may be in any firing mode (single/burst/full).
Move. A character Moving may also take a Default action during the Default phase.
Aimed Fire. Aimed Fire is always single shot mode.
Default Actions. A Decision can be aborted and exchanged for the Default action, which is executed at the end of the round. AutoFire and SnapFire may be any firing mode (single/burst/full). Non-combat actions include: first aid, changing position, fleeing, etc.
THE ATTACK TASK
Ranged Attack: Range [dice] < Characteristic + Skill
- Minimum task 2D.
- Not possible if Size < Range.
Melee Attack, Ram, or Block: 2D < Skill (Unarmed, Blade, etc)
- Minimum task 1D.
- +1D if the opponent has a longer reach.
- Lowest success wins.
- Damage is per weapon, or Dice Rating for STR with no weapon.
Melee combat involving more than two people
all roll the attack task. The
two lowest successes win and choose who gets hit.
Difficulty Modifiers
- +1D if the attacker is moving.
- +1D if the target is moving or taking cover.
- +1D for AutoFire, and +1D damage on penetration.
- +2D for SnapFire or Suppressing Fire, and +2D damage on penetration.
- +1D when firing in Burst mode; two attacks are made.
- +2D when firing in Full Auto mode: three attacks are made.
- -1D when Cautious, but the attack is rolled in the next combat round.
- +1D when Hasty; on success, the target cannot attack or operate equipment for the rest of this combat round.
- +1D if the target is smaller than human (e.g. Size 4 or less).
- -1D if the target is larger than human (e.g. Size 6 or greater).
- -1D if the target is unaware, unconscious, or unsuspecting.
Damage. Roll dice and apply damage first to armor, Pen first, and
high values first; Pen counts twice against armor. Once armor is overcome, the remaining rolls apply at face value, one die to a random physical characteristic.
If Damage is Too Deadly, apply
low values first instead of high values.
Power Settings. Weapons which have Power Settings (P1, P2, and P3) modify damage as follows: P2 rolls twice damage, and rolls 2D < Quality to avoid a malfunction; P3 rolls thrice damage, and rolls 3D < Quality to avoid a malfunction.
SPECIAL CONSIDERATIONS
Ammunition Check. If the character only moves every other round, then ammunition does not need to be checked. Reloading is typically done when under cover; when Moving, however, there is no reloading possible. This means the character may take several single-shot attacks in a string of multiple assault rounds, a few burst mode attacks, or one attack at full auto. Once ammunition is depleted, the character must stop and take cover for a round to reload. Make a Check Ammo (2D) task against the weapon's TL to verify that ammunition remains; +1D when in burst mode, and +1D for pistols and exotic weapons. On failure, the weapon is empty, and the character cannot fire this round. Alternately, the round capacity of the weapon under use can be decided before combat. To reload, the character must not take a Move action in the next round.
Blast and Frag damage attack everyone close to the target with the
task roll Range [dice] < Weapon TL.
Cover is armor, based on the type of cover. Use half-values of materials from T5.09 p640: Wood is 2, Stone is 10, Bronze is 20, Steel is 35. For bulkhead walls, use the wall's TL.
"Book 1" Style Cover and Armor. If preferred, select cover as a value from 1 to 6. This acts as a dice roll modifier on attacks against the character, but also (at half value) for attacks made by that character. If this rule is used, then attacks on this character also handle armor penetration. In this case, armor value, divided by 10 (round up), is also treated as a dice roll modifier on attacks against this character. If the attack succeeds, armor is also penetrated; roll damage and
apply each die at half value, rounding down, against a random characteristic.
Falling. Per T5.09.
Knockback. Per T5.09.