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starrangers:combat [2014/10/28 10:53] webystarrangers:combat [2018/07/31 23:23] (current) – external edit 127.0.0.1
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 ===Attacker’s Maneuver=== ===Attacker’s Maneuver===
    * All-Out Attack (Determined): +1    * All-Out Attack (Determined): +1
-   * Move and Attack: -2 or -Bulk of weapon, whichever is worse+   * Move and Attack: -2 or -Bulk of weapon, whichever is worse. For melee thrusting weapons only -1/2 bulk.
  
 ===Attacker’s Situation=== ===Attacker’s Situation===
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 ===Opportunity Fire=== ===Opportunity Fire===
    * Checking target before firing: -2    * Checking target before firing: -2
-   * Hexes watched: 0 if 1 hex; -1 if 2 hexes; -2 if 3-4 hexes or a line; -3 if 5-hexes; -4 if 7-10 hexes; -5 if 11+ hexes watched+   * Hexes watched: 0 if 1 hex; -1 if 2 hexes; -2 if 3-4 hexes or a line; -3 if 5-hexes; -4 if 9-15 hexes; -5 if 16-31 hexes watched and so on.
  
 ===Other Actions by Attacker=== ===Other Actions by Attacker===
    * Aim for one turn: +Accuracy of weapon    * Aim for one turn: +Accuracy of weapon
-   * Braced weapon: +1 if stationary and took a turn to Aim+   * Braced weapon: +1 if took brace action
    * Dual-Weapon Attack: -4/-8 with primary/off hand (-4/-4 w. Ambidexterity)    * Dual-Weapon Attack: -4/-8 with primary/off hand (-4/-4 w. Ambidexterity)
    * Extra Aim: +1 for 2 seconds, +2 for 3+ seconds    * Extra Aim: +1 for 2 seconds, +2 for 3+ seconds
    * Off-hand attack: -4 (no penalty w. Ambidexterity)    * Off-hand attack: -4 (no penalty w. Ambidexterity)
-   * Pop-up attack: -2, and no Aim possible +   * Pop-up attack: -2, and no Aim possible. 
-   * Quick shot: pop up or sideways from cover, fire an un aimed shot at -4 and pop down, takes 3 action points total(move, attack, move).+   * Quick shot: pop up or sideways from cover, fire an un aimed shot at -4 and pop down.
    * Rapid fire: 0 if 2-4 shots; +1 if 5-8 shots; +2 if 9-12 shots; +3 if 13-16 shots; +4 if 17-24 shots; +5 if 25-49 shots; +6 if 50-99 shots; +7 if 100-199 shots; etc    * Rapid fire: 0 if 2-4 shots; +1 if 5-8 shots; +2 if 9-12 shots; +3 if 13-16 shots; +4 if 17-24 shots; +5 if 25-49 shots; +6 if 50-99 shots; +7 if 100-199 shots; etc
  
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    * Darkness, fog, smoke, etc.: -1 to -99 (GM’s option)    * Darkness, fog, smoke, etc.: -1 to -99 (GM’s option)
    * Target has light concealment (e.g., bushes): -2    * Target has light concealment (e.g., bushes): -2
- 
  
 ===Range=== ===Range===
 Combat uses Abstract range: Combat uses Abstract range:
 +   * Close (0-5 meters): 0   Can touch rival, at least some of the time and can melee, pistol fights and melee.
 +   * Short (6-20 meters): -4   Can talk to enemy, or toss things at him, best smg/carbine range.
 +   * Medium (21-100 meters) -8    Can only shout at rival; need a gun to attack him. Typical rifle combat range.
 +   * Long (101-500 meters) -12    Opponent is out of earshot, at scoped rifle range.
 +   * Very long (501-2 kilo meters) -16   Rival difficult or impossible to see or shoot.
 +   * Extremely long (2-10 kilometers) -20   Usual range for cannon fire on large targets and similar.
 +   * Beyond visual  (10-50 kilometer) -24   Range for missile combat.
 +   * Long beyond visual  (51-200 kilometers) -28   Range for long range missile combat
 +   * Close space  (200-1 000 kilometers) -32 space combat range band
 +   * Short space (1 000-5 000 kilometers) -36 space combat range band
 +   * Medium space (5 000-20 000 kilometers) -36 space combat range band
 +   * Long space (20 000-100 000 kilometers) -40 space combat range band
 +   * Extreme space (100 000-500 000 kilometers) -44 space combat range band. There is significant light speed lag. Average of almost 1 second one way.
 +   * Beyond normal space (500 000-2 million kilometers) -44 Space combat range band. Normally cannot hit at this range, but projectiles against non maneuvering targets are possible. There is significant light speed lag. Average of about 3 seconds one way.
 +   * Outside orbital (2 million kilometers-10 million kilometers) -48 There is significant light speed lag. Average of about 16 seconds one way.
 +   * Short interplanetary (10-50 million kilometers) -52  There is significant light speed lag. Average of more than a minute one way.
 +   * Medium interplanetary (50-200 million kilometers) -56  There is significant light speed lag. Average of more than five minutes one way.
 +   * Long interplanetary (200 million kilometers-7 Astronomical units) -60  There is significant light speed lag. Average of about half an hour one way.
 +   * Extreme interplanetary (7-20 Astronomical units) -64  There is significant light speed lag. Average of more than two hours one way.
 +   * Close deep space (20-100 Astronomical units) -68
 +   * Medium deep space (100-500 Astronomical units) -72
 +   * Long deep space (500-2000 Astronomical units) -76 
 +   * Extreme deep space (2000 Astronomical units-0.05 parsec) -80
 +   * Close interstellar space (0.05-0.25 parsec) -84
 +   * Medium interstellar space (0.25-1 parsec) -88
 +   * Long interstellar space (1-5 parsec) -92
 +   * Extreme interstellar space (5-20 parsec) -96
  
-Close (0-5 yards): 0   Can touch rival, at least some of the time.\\ 
-Short (6-20 yards): -4   Can talk to enemy, or toss things at him.\\ 
-Medium (21-100 yards) -8    Can only shout at rival; need a gun to attack him.\\ 
-Long (101-500 yards) -12    Opponent is out of earshot, at scoped rifle range.\\ 
-Extreme (501+ yards) -16 or worse   Rival difficult or impossible to see or shoot.\\ 
  
 =====Action points===== =====Action points=====
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    * Fit/very fit: +1/+2 action point only usable on movement.    * Fit/very fit: +1/+2 action point only usable on movement.
  
-Skills: A skill of 20 in any of these give +1 action point for the given thing, each full 10 over that gives one extra.+Skills: A skill of 20in any of these give +1 action point for the given thing, each full 10 over that gives one extra.
    * Running: movement(not acrobatic movement)    * Running: movement(not acrobatic movement)
    * Acrobatics: Acrobatic movement/dodge.    * Acrobatics: Acrobatic movement/dodge.
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 ====Attacks==== ====Attacks====
-    * Quick shot: pop up or sideways from cover, fire an un-aimed shot at -4 and pop down, takes 3 action points total(move, attack, move). +    * Quick shot: pop up or sideways from cover, fire an un-aimed shot at -4 and pop down, takes 3+attack action points total(move,steady, attack, move). 
-    * Shot: Fire an unaimed shot. Costs 1 action point. +    * Shot: Fire an unaimed shot. Costs 1 action point/point of recoil(If you do not have enough points to shoot, points above 1=the recovery, can come from next round) 
-    * Power: Use a psionic or other special attack. Costs 1 action point. +    * Power: Use a psionic or other special attack. Costs 1 action point for activation. For attack type powers cost extra 2 for attack
-    * Aim: Aim at a given target or hex. Takes full round action.  +    * Aim: Aim at a given target or hex. Takes full round action
-    * Melee shove attack: Push an enemy back. Does 1/2 normal damage, but knock back is *2 the unmodified damage.+    * Melee: Make a melee attack. Costs half the weapon bulk in action points
 +    * Melee shove attack: Push an enemy back. Does 1/2 normal damage, but knock back is *2 the unmodified damage. Costs half the weapon bulk in action points. 
 +    * Unarmed strike: costs 1 action point.  
 +    * Throws: Cost 2 action points.  Note that with judo you can do this as parry. If you have the action points after successful throw, you can drop and grapple for 2 action points as continued attack.
  
 ====Movement==== ====Movement====
 Note that if you are tired, all the move actions cost double action points. Note that if you are tired, all the move actions cost double action points.
  
-If you do any move action on your turn you get worse of -2 or weapon bulk to hit with attacks. +If you do any move action on your turn you get worse of -2 or -weapon bulk to hit with attacks. (half that for thrusting melee)
     * Acrobatic maneuvers: All these count as acrobatic dodge(+2) for all opportunity attacks taken during the acrobatic maneuver. Repeated acrobatics rolls in same second are at -4 each.     * Acrobatic maneuvers: All these count as acrobatic dodge(+2) for all opportunity attacks taken during the acrobatic maneuver. Repeated acrobatics rolls in same second are at -4 each.
        * Roll from cover to cover: Do acrobatics -2 check and move sideways with each hex sideways costing 3 move points during the roll.        * Roll from cover to cover: Do acrobatics -2 check and move sideways with each hex sideways costing 3 move points during the roll.
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     * Also see the acrobatic maneuvers above.     * Also see the acrobatic maneuvers above.
     * All the options can be combined.     * All the options can be combined.
 +    * Each defense costs a base 1 action point, except judo throw that is 2 action points.
  
 Modifiers: Modifiers:
-    * Drop gives +4 to dodge against all attacks you suffer for that turn in that hex, cannot be combined with acrobatic dodge, costs 1 action point. You end up prone in your current hex and one of the three forward hexes. However if you have move points left you can continue your movement with acrobatic roll or acrobatic get up. +    * Drop gives +4 to dodge against all attacks you suffer for that turn in that hex, cannot be combined with acrobatic dodge, costs 1 extra action point. You end up prone in your current hex and one of the three forward hexes. However if you have move points left you can continue your movement with acrobatic roll or acrobatic get up. Cannot be used if prone
-    * Acrobatic dodge: gives +2 dodge against all attacks you suffer for that turn in that hex, costs 1 action point. +    * Acrobatic dodge: gives +2 dodge against all attacks you suffer for that turn in that hex, costs 1 extra action point. 
-    * Try harder: +2 dodge against all attacks you suffer for that turn in that hex, costs 1 action point.+    * Try harder: +2 dodge against all attacks you suffer for that turn in that hex, costs 1 extra action point and one FP
     * Took All out defense as your last maneuver: Get +2 to all defenses, cannot take any attacks and all other actions cost double action points.     * Took All out defense as your last maneuver: Get +2 to all defenses, cannot take any attacks and all other actions cost double action points.
  
 ====Utility:==== ====Utility:====
     * Assess situation:     * Assess situation:
-        * All have base cost 1 action point and roll at +10 in your forward hexes, +8 side and +6 rear and reduce by range penalty and enemy cover penalty. +        * All have base cost 1 action point and roll at +in your forward hexes, -2 side and -4 rear and reduce by range penalty and enemy cover penalty. 
         * Can be combined with a pop up-down action by use of 2 extra action points, this causes -4 to the roll.         * Can be combined with a pop up-down action by use of 2 extra action points, this causes -4 to the roll.
 +        * Can use extra action points to increase the roll. Each extra action point used gives +2 up to a maximum bonus of your base skill.
         * Types:         * Types:
            * Perception: Roll to detect all enemies, friendlies ground features and so on.            * Perception: Roll to detect all enemies, friendlies ground features and so on.
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              * Armoury(force shields): (0) shield type and protection (10) weak spots, halving the chinks in armor shot penalty for shield.              * Armoury(force shields): (0) shield type and protection (10) weak spots, halving the chinks in armor shot penalty for shield.
              * Armoury(small arms): (0) Enemy weapon base stats. (10) ammo used.              * Armoury(small arms): (0) Enemy weapon base stats. (10) ammo used.
-             * Computer hacking, computer programming -5 or computer use -10 for automated defense turrets and the like: Get success by/2 to any defenses against it due to their predictability.  +             * Computer hacking +0, computer programming -5 or computer use -10 for automated defense turrets and the like: Get success by/2 to any defenses against it due to their predictability.  
-             * Computer hacking, computer programming -5 or computer use -10 for AIs: As Psychology above.+             * Computer hacking +0, computer programming -5 or computer use -10 for AIs: As Psychology above.
              * Naturalist(correct planet type) for any animal enemy: (0) Find the vitals  (10) likely actions (1-3 typically)              * Naturalist(correct planet type) for any animal enemy: (0) Find the vitals  (10) likely actions (1-3 typically)
     * Exchange weapon: 3 seconds, down to one second with two successful fast draw rolls:one for the old weapon, one for the new at -2, Reduce 1 second for grip mastery(weapon) perk. Each second reduced costs 1 action point on the first action second after.     * Exchange weapon: 3 seconds, down to one second with two successful fast draw rolls:one for the old weapon, one for the new at -2, Reduce 1 second for grip mastery(weapon) perk. Each second reduced costs 1 action point on the first action second after.
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      * Small: A typical pillar or 1 meter wide box or a normal vehicle(due to gaps): -3      * Small: A typical pillar or 1 meter wide box or a normal vehicle(due to gaps): -3
      * Medium: about 2 meter wide solid objects or things like shuttles or a doorway with plenty of space on side. +0      * Medium: about 2 meter wide solid objects or things like shuttles or a doorway with plenty of space on side. +0
-     * Large: 3+ meter wide boxes and similar straight objects.+     * Large: 3+ meter wide boxes and similar straight objects. +3
      * Very large: A curved large wall or 3-4 sides of a box when inside allowing protection from wide angle: +5      * Very large: A curved large wall or 3-4 sides of a box when inside allowing protection from wide angle: +5
    * Multiple directions threat:    * Multiple directions threat:
starrangers/combat.1414493604.txt.gz · Last modified: 2018/07/31 23:23 (external edit)