2. Combat
Once the combat has been initiated by either of the parties, enemy, or the world, it cannot be halted until resolved. Non combat abilities can be used in combat, but only during the turn.
Note: Remember, it should fit to 3 seconds of game time. This means player characters attempting to lock pick a door will take longer than a single turn, and most likely will not be done during the whole combat. Yet, this is not forbidden to try.
Initiative
Combat in the game is turn-based. Each participant gets an initiative roll prior to combat start. This is determined by an automatic roll of 1d20
after which any combat participant proceeds their turns in descending order. In case of equal numbers, the game re-rolls the initiative between these participants.
Combat Actions
When the initiative roll is determined and when it is combat turn, a player has a few options of what to do.
Primary Action
A regular primary attack, single or aimed shot, getting up from being knocked down, each take a single primary action. Primary action can only be used once per turn.
Secondary Action
Secondary action is an additional smaller bonus action that includes reloading a weapon, using some items (i.e. Stim Kit) movement for up to AG meters (excess of this consumes Primary Action), performing an athletic action (vaulting, jumping, crouching, taking cover, etc) or activating some abilities.
There are some abilities in game that require both actions to be used at the same time.
Melee & Unarmed
In an unarmed combat, your Strength is used to determine the base damage by 3dST
. Unarmed attack doesn't penetrate armour and armour remains undamaged. If a target has high armour class, unarmed attacks may not be effective. There are some exceptions, such as specific implants that allow for additional damage and armour penetration.
Melee attacks are heavily dependant on weapon range. While most weapons have an effective range, melee weapons range is relatively small (apart from throwables). However, some melee weapons have certain advantages against specific targets.
Ranged Combat
If the primary action of shooting with a weapon is performed, then a dice roll to hit is needed first. This is a skill dice roll based on the type of weapon (i.e. Infantry, Assault, Energy) and the range the target is at (the dice is 1d10 + Skill
). Most difficulty checks are around 6 for optimal weapon range.
If succeeded, then roll another dice for damage output of the weapon used.
Note: Some traits or weapon abilities may impact the damage output. Keep in mind before performing this or other actions.
If a player decides to move, the distance between a player and the target can be reduced or increased. For melee attacks, this is essential to be at close distance to engage, otherwise (unless the weapon is not thrown at the target) the player is unable to attack. Moves can be interrupted, it is advised to plan your actions carefully. The distance you move is determined by 1d10 throw (no critical). 1 for 5 meters. E.g. 5 for 25 meters distance.
One move or action can be done per turn (for now). If none of those are decided, the player can wait. When a wait is performed, player's initiative is moved one space (for this round).
Moving distance.
In case of no action, the turn of that player ends.
Weapon damage. Usually a range. The ToHit is first thrown, then the damage is the sum of all the ToHit successes.
Example 1: Alice, Bob and 3 bandits initiate combat. Each throw 1x d10 for initiative. The throws are 3, 6, 1, 8, 3 respectively. Equal numbers are rethrown between each other. Alice and bandit 3 throw 4, 10 respectively. The combat begins. The bandit 2 starts first, then Bob, then Alice then bandit 3 then bandit 1. Bandit 2, HP 15, wields a pistol (DMG 5-12) throws Infantry (base 5) **to hit Jill, HP 30, 0 DR. Bandit 2 throws 7 and then proceeds to throw RND(5-12) for damage and gets 11. Jill receives 11 damage and goes to 19 HP. Bandit 2 ends their turn.
Example 2: Bob HP 30, has a surgical scalpel (DMG 5-13). Bob's target Bandit 1 is at a higher distance away than he can reach with his scalpel.