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srb:tactical_rules [2020/03/31 15:11]
weby
srb:tactical_rules [2020/07/23 04:14] (current)
weby
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 FIXME:add rest of stuff FIXME:add rest of stuff
-===== The Battle Grid =====+===== Basics ===== 
 + 
 +==== The Battle Grid ====
  
 A battle grid consists of a grid of 25mm squares. Each of these squares A battle grid consists of a grid of 25mm squares. Each of these squares
 represents a 1.5m square in the game world. represents a 1.5m square in the game world.
  
-===== How Combat Works =====+==== How Combat Works ====
  
 Combat is cyclical; everybody acts in turn in Combat is cyclical; everybody acts in turn in
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-===== The Combat Round =====+==== The Combat Round ====
  
 Each round represents 6 seconds in the game world; there are 10 Each round represents 6 seconds in the game world; there are 10
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 of actions end just before the same initiative count they began on. of actions end just before the same initiative count they began on.
  
-Each Character can take one full round action or one each of Standard action, Move action, Minor action. Standard actions can be instead used as extra move or minor action if you wish. Move actions can be instead used as extra minor action if you wish.+Each Character can take one full round action or one each of Standard action, Move action, Free action.  
 +Standard actions can be instead used as extra move or free action if you wish.  
 +Move actions can be instead used as extra free action if you wish.
  
 You can take the different action types in any order if not taking full round action. You can take the different action types in any order if not taking full round action.
  
-===== Initiative =====+==== Initiative ====
  
 Every round, each combatant gets to do something. The Every round, each combatant gets to do something. The
 combatants’ initiative checks, from highest to lowest, determine combatants’ initiative checks, from highest to lowest, determine
 the order in which they act. the order in which they act.
 +
 Initiative Checks: At the start of a battle, each combatant makes Initiative Checks: At the start of a battle, each combatant makes
 an initiative check. An initiative check is a Dexterity check. Each an initiative check. An initiative check is a Dexterity check. Each
-character applies his or her Dexterity modifier to the roll. The GM +character applies his or her Dexterity modifier to the roll. Initiative is 
-finds out what order characters are acting in, counting down +from highest result to lowest, and each character acts in turn.  
-from highest result to lowest, and each character acts in turn. In + 
-every round that follows, the characters act in the same order+In every round that follows, the characters act in the same order
 (unless a character takes an action that results in his or her (unless a character takes an action that results in his or her
 initiative changing; see Special Initiative Actions). initiative changing; see Special Initiative Actions).
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 the tied characters should roll again to determine the tied characters should roll again to determine
 which one of them goes before the other. which one of them goes before the other.
- 
-Opponents Initiative: Typically, the GM makes a 
-single initiative checks for opponents. That way, 
-each player gets a turn each round and the GM also 
-gets one turn. At the GM’s option, however, he can 
-make separate initiative checks for different groups of 
-opponents or even for individual creatures. 
  
 Inaction: Even if you can’t take actions (for instance, if Inaction: Even if you can’t take actions (for instance, if
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 initiative score for the duration of the encounter. initiative score for the duration of the encounter.
  
-===== Surprise =====+==== Surprise ====
  
 When a combat starts, if you are not aware of your When a combat starts, if you are not aware of your
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 before regular rounds begin. In initiative order (highest to before regular rounds begin. In initiative order (highest to
 lowest), combatants who started the battle aware of their lowest), combatants who started the battle aware of their
-opponents each take one action during the surprise round.+opponents each take one standard or move action and one free action during the surprise round.
  
-You can also take free actions during the surprise round. If no +If no one or everyone is surprised, no surprise round occurs.
-one or everyone is surprised, no surprise round occurs.+
  
 Unaware Combatants: Combatants who are unaware at the Unaware Combatants: Combatants who are unaware at the
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 combatants are flat-footed until the start of regular rounds. combatants are flat-footed until the start of regular rounds.
  
-===== Combat Statistics =====+===== Actions ===== 
 + 
 + 
 +====Full round actions==== 
 +Note that a full round action counts as  
 +^action^Notes^ 
 +|Some powers|Some powers define that they are full round actions.| 
 +|Heavy melee|Make a melee attack, +2 damage. If the target is same or smaller size category, roll STR check and they must succeed in a fort check or me knocked back one square| 
 + 
 +====Standard actions==== 
 +^action^Notes^ 
 +|Move action|You can do any move action as Standard action| 
 +|Free action|You can do any free action as Standard action| 
 +|Activate power|Most powers are a standard action to activate| 
 + 
 + 
 +====Move actions==== 
 +^action^Notes^ 
 +|Free action|You can do any free action as Move action| 
 +|Draw an item|This is from a ready position. The quick draw feat changes it to a free action.| 
 +|Reload Box fed| insert the new magazine and chamber the next round. Must have a magazine in hand. (requires draw an item). 
 +|Reload Belt fed*|Requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading.| 
 +|Reload Revolver/internal magazine| Using a speed loader/clip is as using a box magazine.  Single shots: Requires following actions: draw rounds(This is a move action or free with quick draw). The the following in order, you can do two/move action: eject old rounds(open action for non revolvers), load one round(repeat this as many times as you need to do), close and prepare for fire.  This is for modern break open revolvers. For loading gate ones the process times are doubled.| 
 +|Reloading a box magazine|Is draw the rounds 2/move action(free with quick draw) and then insert 2 rounds/move action.| 
 +|Do a perception roll|Search, spot, listen and so on| 
 +|Store an item|This is to a ready position. The quick draw feat changes it to a free action.| 
 + 
 + 
 +====Free action==== 
 +^action^Notes^ 
 + 
 + 
 +====No action==== 
 +These take no time and you can do any reasonable number 
 + 
 +^action^Notes^ 
 +|Drop held item| 
 + 
 + 
 +===== Combat =====
  
 This section summarizes the statistics that determine success in This section summarizes the statistics that determine success in
 combat, and then details how to use them. combat, and then details how to use them.
  
-===== Attack Roll =====+==== Attack Roll ====
  
 An attack roll represents your attempt to strike your opponent on An attack roll represents your attempt to strike your opponent on
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 chapter). chapter).
  
-===== Attack Bonus =====+==== Attack Bonus ====
  
 Your attack bonus with a melee weapon or unarmed attack is: Your attack bonus with a melee weapon or unarmed attack is:
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 |and so on||| |and so on|||
  
-=====Maneuvering===== 
  
-=====Defenses=====+====Defenses====
  
-=====Melee combat=====+====Melee combat====
  
-=====Ranged combat=====+====Ranged combat====
  
-=====Power use=====+====Power use==== 
 + 
 + 
 +=====Maneuvering=====
  
 =====Draw weapon/reload===== =====Draw weapon/reload=====
-Drawing a weapon is a move action. The quick draw feat changes it to a minor action.+Drawing a weapon is a move action. The quick draw feat changes it to a free action.
  
-Reloading a box magazine weapon with a new magazine requires a move action(or minor with quick draw) to draw the new magazine and eject the old one, followed by a move action to insert the new magazine and chamber the next round.  +Reloading a box magazine weapon with a new magazine requires a move action(or free with quick draw) to draw the new magazine and eject the old one, followed by a move action to insert the new magazine and chamber the next round.  
  
 Belt fed weapon requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading.  Belt fed weapon requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading. 
  
-Revolvers and internal magazine weapons: Using a speed loader as using a box magazine. Single shots: Requires following actions: draw rounds(This is a move action or minor with quick draw). The the following in order, you can do two/move action: eject old rounds(open action for non revolvers), load one round(repeat this as many times as you need to do), close and prepare for fire.   This is for modern break open revolvers. For loading gate ones the process times are doubled.+Revolvers and internal magazine weapons: Using a speed loader as using a box magazine. Single shots: Requires following actions: draw rounds(This is a move action or free with quick draw). The the following in order, you can do two/move action: eject old rounds(open action for non revolvers), load one round(repeat this as many times as you need to do), close and prepare for fire.   This is for modern break open revolvers. For loading gate ones the process times are doubled.
  
 Reloading a box magazine is draw the rounds and then insert 2 rounds/move action. Reloading a box magazine is draw the rounds and then insert 2 rounds/move action.
  
 +=====Criticals=====
  
-=====Critical successes=====+====Skill/attribute rolls==== 
 + 
 +===Critical successes==
 + 
 +===Critical failure=== 
 + 
 +====Attacks==== 
 +===Critical successes=== 
 +If you roll a natural 1 on an attack roll, roll critical failure below d20:
  
-=====Critical failures=====+===Critical failure===
 If you roll a natural 1 on an attack roll, roll critical failure below d20: If you roll a natural 1 on an attack roll, roll critical failure below d20:
-   - Attack self (full damage) - Deal full weapon damage to self. +   - Attack self (full damage) - Deal full damage to self. 
-   - Attack self (half damage) - Deal half weapon damage to self.+   - Attack self (half damage) - Deal half damage to self.
    - Throw weapon - The weapon flies 1d6 squares in random direction.    - Throw weapon - The weapon flies 1d6 squares in random direction.
       * powers: the power goes on cooldown for 1d6 times normal time and does not work.       * powers: the power goes on cooldown for 1d6 times normal time and does not work.
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       * Powers: The power does not work and you must use one action of concentration to be able to use any powers.       * Powers: The power does not work and you must use one action of concentration to be able to use any powers.
       * unarmed/natural/unpowered melee weapons: awkward angle. -2 to attack for one action, then -1 for one action and then normal.       * unarmed/natural/unpowered melee weapons: awkward angle. -2 to attack for one action, then -1 for one action and then normal.
-   - Distracted - You did not actually attack.+   - Distracted - You did not actually attack and are off target for the next 2 actions.
    - Safe mode:    - Safe mode:
       * Guns: Must use one action to be ready to fire again as safety was on.       * Guns: Must use one action to be ready to fire again as safety was on.
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      * Multi-barrell guns/revolvers: 1/12 to have a multifire where all remaining shots go off. In a multi-barrell gun they just attack in random direction. A revolver is ruined and for each shot fired 50% chance to ricochet or shrapnel from the frame and do half damage to shooter.      * Multi-barrell guns/revolvers: 1/12 to have a multifire where all remaining shots go off. In a multi-barrell gun they just attack in random direction. A revolver is ruined and for each shot fired 50% chance to ricochet or shrapnel from the frame and do half damage to shooter.
      * Powered weapons: The weapon shuts down until it has time to cool.      * Powered weapons: The weapon shuts down until it has time to cool.
 +     * powers: The power get double normal cooldown. If it doe not normally have a cooldown, get a 2 action cooldown instead.
      * other weapons/unarmed: Normal miss       * other weapons/unarmed: Normal miss 
 +   - Hit some inappropriate object
 +     * Ranged attacks: hit some object that is inconvenient, like some switch if inside a vehicle, maybe a sprinkler if in a public building or some such.
 +     * melee: weapon has to make a fort save vs DC 10+tour STR modifier.
 +     * unarmed: Take one hp of damage
    - Normal miss    - Normal miss
    - Normal miss    - Normal miss
srb/tactical_rules.1585692678.txt.gz · Last modified: 2020/03/31 15:11 by weby