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Combat
Topic Started: Dec 13 2010, 10:12 PM (105 Views)
Nordak Johganis
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Game Master
The rules for combat are as follows:

1) At the beginning of each turn, the GM will post a map of the battlefield with the location of all players, NPCs, and buildings, with any pertinent information posted below the map.

2) Once the GM has declared the turn begun, each player may post their character's action for that turn. Players may choose to perform ONE of the following sets of actions:
----Move only
----Shoot only
----Use 1 Ability only
----Move and shoot with -2 to rolls to hit
----Move and attack in hand-to-hand combat
----Move and use 1 Ability (any abilities that include shooting are affected by the -2 penalty to rolls to hit)

3) Moving: Players move at a base speed of 3 squares per turn; any modifiers for Speed add to or subtract from that value. Therefore, a player with a Speed stat of 12 (+1) will be able to move 4 squares per turn.

4) Shooting: Shooting is performed by the GM calculating the distance and rolling a D20 to hit, adding any modifiers for Accuracy. Weapons have different ranges that count for Short, Medium, and Long Range, but the rolls to hit at each must be as follows:
----Short: 6-20
----Medium: 11-20
----Long: 16-20
Any modifiers from Accuracy, terrain, and abilities are factored in after the roll. Hits cause damage based on the weapon's statistics; rolling a natural 20 to hit causes a Critical Hit, which deals extra damage based on weapon statistics.

5) Close Combat: Hand-to-hand combat is performed when two players enter into contact with each other. The GM rolls a D20 for each player and factors in their Dexterity modifiers and any abilities to determine who is victorious in the combat. The winner then deals damage based on the weapon's statistics (if any) plus any modifiers for Strength. Unarmed attacks deal only the Strength modifier (to a minimum of 0). Rolling a natural 20 and winning the combat causes a Critical Hit, which deals extra damage based on weapon statistics. Unarmed Critical Hits disarm the enemy.

6) Loss of hit points: A player who is reduced to 0 hit points is wounded badly enough that he or she cannot continue fighting; they count as Incapacitated and can take no further action for the rest of the game unless they are somehow healed. A player who is reduced to -15 hit points is killed outright. Players who are Incapacitated heal following the battle at a rate of 2 HP per hour. Players who are killed have their character removed from the game and must create a new character in order to continue playing. Players who create a new character in this way will receive bonus experience in order to compensate for their loss and allow them to return to their former playing level sooner.

7) Special Rules:
----Hidden: Players who are "Hidden" cannot be targeted by enemy players. They remain Hidden for as long as the effect states they are hidden, or until they move or shoot, whichever is sooner. Enemies within 10 squares can perform "Spot" checks to try to locate the player. The GM will roll a D20, with a 16-20 being required to spot the player, with any Intelligence or ability modifiers being added in after the roll. Players who are spotted can be targeted as normal.
----Paralyzed: Players who are "Paralyzed" cannot move, shoot, or use any Abilities for as long as they are Paralyzed.
----Disarmed: Players who are "Disarmed" must take a full turn to retrieve the weapon they last had equipped in order to use it again.
----Bleeding: Some weapons cause Bleeding. Players with a Bleeding wound lose 2 HP every turn, including past 0 HP. Players can take a full turn to attempt to stop the bleeding themselves by taking a Dexterity check. The GM will roll a D20 and a result of 11-20, after modifiers, stops the bleeding. Multiple Bleeding wounds will require multiple turns to stop.
Edited by Nordak Johganis, Dec 14 2010, 10:08 PM.
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