Changes

Jump to: navigation, search

Combat mode

2,402 bytes added, 18:25, 7 June 2019
At the start of a turn, you will be prompted by the Game Master to declare your next action for the upcoming turn. You need to describe as much as is necessary for the GM to properly understand what your character is about to do, by leaving as little to assumption as possible. This is so GMs do not have to keep asking the same questions every turn.
== Combat actions ==
For combat actions and particularly when using weapons, you need to specify at least:
* '''Which weapon''' do you wish to use
** Kaz describes his intent to attack the beast as such: "I'm going to shoot the baby dragon in the chest with my MP5. Full-auto, long burst."
** Joss describes her intent as such: "I'll try to smack the baby dragon in the head with my Cx4. 8 shots."
 
=== Accuracy resolution ===
 
When resolving a combat action, you must roll an amount of '''2d6'''s equal to the amount of shots fired or attacks attempted. 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"
|-
| '''2d6 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
|-
| '''2''' || Critical failure || Treated as a miss. Roll '''&critfail''' to determine additional effects.
|}
 
Without any modifiers, the default Failure Threshold is 6, and the default Inaccuracy Range is 2. At these default levels, rolling 9, 10 or 11 will result in a hit; rolling 7 or 8 will result in an inaccurate hit, and rolling 3, 4, 5 or 6 will result in a miss.
 
=== Damage resolution ===
 
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 the amount of [[Pain]] dealt.
* Next, determine the amount of [[Limb damage]] dealt.
* Afterwards, determine the amount and type of any [[Injuries]] inflicted.
* Lastly, 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.