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Combat mode

1,028 bytes added, 00:22, 30 January 2021
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{{UnderConstruction|users=Tempest|flavortext=Not tested}} '''Combat mode''' is the mode of play in which the game enters a strict turn-based mode, in order to resolve a violent conflict between opposed parties. When in Combat mode, every turn and every action performed during each turn must be accounted for.
Combat and fighting are an essential element of playing MazeWorld. After all, what good are all those weapons if you can't use them? Learning all of the aspects of combat is important for your survival.
 
= Turn order =
'''Turn order''' is a term which refers to the order in which every creature in the room will perform their actions. Certain actions are faster than others and will therefore be attempted first. Generally speaking, free actions take a backseat; very few free actions are allowed while in Combat mode, and although talking is considered to be a free action, it should be kept to a minimum; a sentence or two at most. Most of the time, you will be performing ''Combat actions'' and ''Non-combat actions''.
 
== Initiative Speed ==
=== Table of Weight and IS values ===
'''''Weight''' and '''Weight tier''' also redirect here.''
 
{| class="wikitable" style="font-size:9pt; text-align:center" width="450"
|-
The Weight of any given weapon is between 1 and Unsparable. There are only a few exceptions to this rule; three flamethrowers (the [[No.2]], the [[M2-2]] and the [[XL18]] have a listed weight of 40, but a separate listed Initiative Speed (IS 22 for the No.2 and M2-2, IS 18 for the XL18).
 
This table can also be used to determine what '''weight tiers''' are. The Weight of certain items may be directly modified by certain effects, but rather than change the Weight by a fixed numeric value, the concept of '''weight tiers''' is used. A Weight 5 item that has had its weight tier increased by 1 becomes a Weight 9 item.
* Example: The [[Makarov PM]] is a pistol with a Weight of 2, but if a [[Makarov PM magazines|80-round drum]] is inserted into it, the pistol's weight tier increases by one: it becomes a Weight 3 item.
=== Non-combat actions ===
* '''Manipulating a weapon''': Loading, unloading, reloading, using accessories - anything not related to actually attacking; see [[Weapons]] for more details
* '''Non-combat movement''': Moving to another Side of the [[Combat mode#Battlespace|Battlespace]]
* '''Using an item in the inventory''': See [[Inventory management]] Depends on the item you wish to use; search for the relevant pages and information on the wiki for your particular item for more details.
==== Escaping ====
However, always remember that YOU too, can be downed and rendered helpless, and at the mercy of another creature; and they may not all be inclined to let you live!
 
= Declaring actions =
=== Accuracy resolution ===
When resolving a combat action, you must roll an amount of make '''2d6attack rolls'''s equal to the amount of shots , one for each shot fired or attacks attempted. An attack roll is a '''2d6'''. Your accuracy (what transforms each dice score into misses or hits) is determined by your [[Accuracy]] statistics: Failure Threshold (FT) and Inaccuracy Range (IR). Any modifiers to these stats must be taken in account; your [[Skills|skill level]], your [[weapon accessories]], any active [[effects]], and if applicable, the effects of [[Recoil]].
{| class="wikitable" style="font-size:9pt; text-align:center" width="800"
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| '''2d6 Attack roll result''' || '''What happens''' || '''Effects'''
|-
| '''12''' || Critical hit || Treated as a hit. Roll '''&critwin''' to determine additional effects.
|-
| '''> (FT + IR)''' || Hit || Attack hits the target as intended.
|-
| '''> FT, but < (FT + IR)''' || Inaccurate hit || Attack hits the target, but at reduced effectiveness. '''0.7x''' [[Pain]] and [[Limb Damage]].
|-
| '''< FT''' || Miss || Attack misses entirely, dealing no damage to the target
Once the amount of hits and inaccurate hits has been determined, the Game Master may determine the amount of damage dealt to the target, using this checking order:
* First, determine '''1)''' Determine the amount of [[Pain]] dealt.* Next, determine '''2)''' Determine the amount of [[Limb damage]] dealt.* Afterwards, determine '''3)''' Determine the amount and type of any [[Injuries]] inflicted.* Lastly, resolve '''4)''' Resolve any special effects, if applicable.
The checking order as it is provided exists to encourage prompt resolution of combat. Don't do the full order if you can already tell the creature is dead before the checking order is finished. For instance, if you can tell that the creature is dead just from Pain, there is no need for the GM to check for limb damage or injuries, and so on.
Of course, if you would find it more enjoyable to crunch the full numbers for every fight and every creature, feel free to do so, just make sure to check with your players if they don't mind.
 
=== Ending combat ===
 
Combat normally ends when all opponents have either died, fled, or when a truce has been established and accepted by all surviving sides.
 
When combat ends, all survivors gain [[Effect#Stress|Combat Stress]], depending on the number of opponents faced. A creature is considered an opponent if they were hostile to you during the fight.
When Combat mode begins, the Game Master must announce the location of every player character, every other creature, every object, and every piece of furniture in the room. The presence and location of [[Cover]] must be requested before it can be used - see the relevant page for details on how Cover and stealth works.
Battlespace location is also used to determine weapon range. All attacks may either be '''Ranged''' or '''Melee'''. Ranged attacks may be used against creatures in any Side of the battlespace, with the caveat that cover can be used to guard against ranged attacks.  Melee attacks render Cover useless, but requires the attacker and the target to be on the same Side. If an attacker intending to use a Melee attack isn't starting the turn on the same Side as their target, they will move into their target's Side as part of their action.
Planted explosives (all of which are [[Class 4 weapons]]) are a special case; they cannot be used directly to perform attacks normally like with other weapons, instead requiring to be placed in the Battlespace and meet certain conditions in order to detonate. For further details on how they function, see [[Explosives]], or the relevant individual weapon pages.
[[Category: Game mechanics]]