Changes

Combat mode

1,432 bytes added, 21 January
/* Combat actions */
=== Table of Weight and IS values ===
'''''Weight''' and '''Weight tier''' also redirect here.''
 
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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 ====
In order to escape the current room while in Combat mode, a creature must roll an escape check: '''2d6''' plus their current [[Agility]].
* If the result is 6 or more, the escape check is '''successful'''; that creature may choose successfully escapes through one of the available doors in the room to escape through; they . They leave immediately. Any , and any attacks targeting this creature during the rest of the turn are canceled.** If this happens to a player character, the '''[[UA]] trip length''' is '''automatically increased by 1''', as if they took a Detour. This effect stacks with any Shortcuts or Detours that apply.
* If the result is 5 or less, the escape check is '''failed'''; that creature is treated as having done nothing for the turn, and does not move.
* '''How many shots''' do you want to fire / how many swings, thrusts or attacks you wish to attempt
* '''Which weapon mode''' do you wish to use
** If you're unsure of what your weapon is capable of, refer to this wiki's individual weapon pages, or to your inventory sheet; your weapon's description should have condensed information on all of its important details. More information on using weapons and weapon modes can be found [[Weapons#Using weapons|here]].
* '''Which creature''' do you wish to target
* '''Which body part''' of the targeted creature you want to hit
=== 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]].
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| '''2d6 Attack roll result''' || '''What happens''' || '''Effects'''
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| '''12''' || Critical hit <br/>Crtical success || Treated as a hit. Roll '''&critwincrithit''' to determine additional effects.
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| '''> (FT + IR)''' || Hit <br/>Success || Attack hits the target as intended.
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| '''> FT, but < (FT + IR)''' || Inaccurate hit || Attack hits the target, but at reduced effectiveness. '''0.7x''' [[Pain]] and [[Limb Damage]].
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| '''< FT''' || Miss <br/>Failure || Attack misses entirely, dealing no damage to the target
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| '''2''' || Critical failure || Treated as a miss. Roll '''&critfail''' to determine additional effects.
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.
= Battlespace =