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starrangers:combat [2015/05/03 15:48] – [Ranged attack] 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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    * 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: Make a melee attack. +    * 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.+    * 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.+    * Each defense costs a base 1 action point, except judo throw that is 2 action points.
  
 Modifiers: Modifiers:
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         * All have base cost 1 action point and roll at +0 in your forward hexes, -2 side and -4 rear and reduce by range penalty and enemy cover penalty.          * All have base cost 1 action point and roll at +0 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 of twice your base skill.+        * 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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      * 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.1430668087.txt.gz · Last modified: 2018/07/31 23:23 (external edit)