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Combat mode

934 bytes added, 17:26, 7 June 2019
When in Combat mode, you may perform a number of non-combat actions, such as:
* '''Cover taking''': See [[Cover]] for more details
* '''Doing nothing'''** : Choosing to do nothing as a non-combat action always succeeds, since you, well, choose to do nothing.* '''Escaping''': Reaching one of the doors in the room in order to try and leave the area(see [[Combat mode#Escaping|below]])
* '''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 Battlespace (see [[Combat mode#Non-combat movement|below]])
* '''Using an item in the inventory''': See [[Inventory management]] for more details
 
==== Escaping ====
In order to escape, 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 one of the available doors in the room to escape through; they leave immediately. Any attacks targeting this creature during the rest of the turn are canceled.
* 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.
 
Multiple creatures choosing to try and escape at the same time can make an escape check as a group. Each creature in the group must roll '''2d6'''+[[Agility]]; every result is then averaged. A success results in all creatures of the group escaping the current room at the same time. It is not necessary for them to escape through the same door, though.
== Turn order resolution ==