Combat Round Musings...
So, you're laying in your bunk, trying to get some shut-eye, when a sound draws your attention to the cabin's door. Underneath, at the crack where the door not quite meets the floor, you see a shadow.
Somebody's there.
With a jerk, you're out of your bunk. You swipe the AutoPistol from the table, slap a magazine in the grip, take two steps, then kick open the door.
The intruder is just beyond the portal, and you squeeze the trigger, happy to plug a cap in his hide....
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An AutoPistol does 3D damage. If your attack roll is 7-, you'll miss your target. If your attack is 8+, you'll hit, but damage will be applied at the whim of the defender.
If you roll 10+, 1D of damage will be applied randomly on the target, while the defender can place the other 2D has he sees fit.
If you roll 12+, 2D of damage will be applied randomly, and the defender only gets to choose where the remaining 1D will go.
And, if you are good enough to roll 14+ on your to-hit roll, all 3D of damage from your AutoPistol shot will be applied randomly on the intruder.
Note how better attack rolls (higher attack rolls) result in higher quality damage on the target.
Those characters with higher skill (+DM to the attack roll) will hit more vital locations on their targets when they hit, on average.
Positive DMs, on the attack roll, not only make it more likely that you'll hit, but they also make it more likely that your hit will do quality damage.
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The combat round starts as soon as you kick open the door. The GM has ruled that the action of kicking the door open will serve as movement--so your character is considered to have "moved" during the round.
Now, it's time to take your shot.
What are your options?
Had you not moved (and had a line-of-sight, which you didn't in this example), you may have chosen to Aim your attack. This would have given you a +2DM on your attack (making it both more likely you'd hit and more likely you'd throw quality damage).
But, since you moved this round, the Aim is not an option.
You can fire a single snapshot. No additional bonuses or negatives on the task roll.
Or, you can choose to squeeze the trigger on your AutoPistol three times, firing off three quick shots at the intruder using the Panic Fire option.
Panic Fire requires a -2DM on each of the three shots (making it less likely you'll hit, and less likely you'll do quality damage), but you'll get three tries to hit and do damage, quality or not.
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Let's talk a second about how Damage is handled using these rules.
Any damage a character suffers where none of the three physical stats is reduced to 0 is considered Superficial damage. This type of damage (basically being "winded" or very minor cuts and abrasions) will heal quickly--all points can be healed in 30 minutes using standard CT medical rules.
If one stat is reduced to 0, damage is a little more serious, but not much. The character is considered to have Minor damage. He's been knocked out, incapacitated, rendered unconscious...but he'll get up and recover quickly. A quick use of the medpack, and a short going-over by a medic, and the character will be back on his feet, fully recovered, in 30 minutes.
Note that damage does not "carry over". Consider a character with physical stats 555 that is shot with an AutoPistol, and the 3D damage roll from that pistol shot is: 6, 3, 2 with no random damage dice.
The defender in this situation has to apply damage in "blocks" of single dice, so there's no choice here--the character is going to go unconscious.
The best play for the defender, in this example, is to reduce one of his physical stats to 0 with the "6" die. The extra point does not carry over to his other stats. And, once a stat is reduced to "0", the player can use that stat as a bottomless pit, placing all of the character's damage there.
So, a shot doing damage of 6, 3, 2 against a character with physical stats 555 will reduce the target character to stats 055 (or 505, or 550, depending on the defender's choice).
Thus, you see the importance of (1) random damage dice, and (2) Armor.
Random damage dice will leave the defender no choice in where the damage is placed.
Armor will greatly reduce damage against a character, and since the defender chooses which damage dice are reduced by the Armor effect, defenders will typically reduce (and hopefully wipe out) the random damage dice first.
The thought here is: If your character is hit and a single characteristic is reduced to 0 (where it can't be helped), then dump all damage into that Stat (a stat can never be lower than 0), protecting your other stats from damage. If nothing is done to your character while he's incapacitated (stunned, knocked-out, whatever), then he'll get back up after the fight (in about 10 minutes) and be back at his full level of health within half an hour.
The real "line" in damage comes when a two of a character's stats are reduced to "0". This normally happens through Random Damage dice, and when two stats are at "0", the character is considered to have a Major wound.
With Superficial and Minor wounds, nothing long-lasting is effecting the character. His physical endurance may be low. He might have a scratch or a bump on his head. Maybe he's bruised. Maybe he pulled a muscle. But neither of these wound categories represent damage any worse than that.
When two stats are reduced to "0", and the character is Majorly wounded, THIS is when the major stuff sets in. The character may have a broken bone, bad concussion, deep cut, or is suffering from a gunshot wound--maybe even a major disease.
Recovery from two stats being at "0" is a much, much bigger thing than recovering from just one stat being at "0". Surgery may be involved. Close and watchful medical care may be required. Recoverying back to full stats could take weeks or months.
So, in a combat round, knocking a character out (reducing one stat to 0) can be just as deadly as killing the character--because the unconscious character is at your mercy. But, those with Minor wounds like this will get back up and recover rather quickly after the fight.
If a character is to be seriously damaged, then two stats have to be reduced to 0. And, when that happens, the GM can start describing the blood flow. These are major wounds.
Three stats at "0", of course, means your characte is dead (or "tits-up" as my group likes to say).