starrangers:combat
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starrangers:combat [2015/05/03 15:48] – [Ranged attack] weby | starrangers: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): | * All-Out Attack (Determined): | ||
- | * 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 | ||
+ | * Long beyond visual | ||
+ | * 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 20+ in 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/ | * Acrobatics: Acrobatic movement/ | ||
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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 |
- | * 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. | ||
====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. |
* 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 |
* 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. |
* 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)