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Combat mode

82 bytes removed, 17:30, 7 June 2019
* '''Cover taking''': See [[Cover]] for more details
* '''Doing nothing''': Choosing to do nothing as a non-combat action always succeeds, since you, well, 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 movementBattlespace|belowBattlespace]])
* '''Using an item in the inventory''': See [[Inventory management]] for more details
==== Escaping ====
In order to escapethe 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 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.
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.
 
==== Non-combat movement ====
'''Non-combat movement''' is a term which refers to movement from one Side to another Side while in Combat mode, and not as part of another action (such as moving into a target's Side as part of a melee attack, for example).
 
Performing a non-combat movement allows for no other actions to be performed in the same turn. This action has no other specific requirements, and always succeeds.
 
== Turn order resolution ==
Keep in mind that combat can end in more ways than simply killing or incapacitating all of the opponents. Fleeing, surrendering, asking for a truce, or any other reason to end a fight and cause opposing creatures to stop fighting one another, are all equally valid reasons to end Combat mode.
=== Executions ===
Certain circumstances may lead to one side being completely at the mercy of another. Maybe you've incapacitated a dangerous creature, maybe the raiders you were fighting all passed out from Pain; but the downed party is not quite ''dead'' yet, they're simply helpless. In situations like these, Combat mode is over, but the winning side still has the opportunity to put the downed side out of their misery. These situations are informally referred to as '''executions'''; they refer to the use of attacks or weapons to kill (or in this case, finish off) opponents even as Combat mode has already ended.
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.
 
=== Non-combat movement ===
 
One kind of non-combat action that can be performed in Combat mode is '''non-combat movement''', or in other words, moving from a Side to another Side without doing anything else, and not as part of another action (such as moving into a target's Side as part of a melee attack, for example).
 
Performing a non-combat movement allows for no other actions to be performed in the same turn. This action has no other specific requirements, and always succeeds.
[[Category: Game mechanics]]