Combat
Combat starts by each agent in combat rolling 2d6 + Dex for initiative. Any character with 'Tactics' can roll this skill now and add the effect to any one person. If it is a surprise attack, the ambushers are assumed to roll a 12, giving them an initiative of 12 + Dex.
Once initiative has been decided, the combat starts. Each round of combat lasts approx. 6 seconds, during which a player can do any of the following:
- One significant action.
- One minor action.
- As many reactions as s/he likes.
- As many free actions as he likes, within reason.
Significant Action
2 Minor Actions
This can be replaced by two Minor Actions.
Miscellaneous
- Any skill check that a player wants to make
- Apply a bandage to a wounded character
- Try to bypass a security system
- Use Psionic power
- Etc. (Note: It is GM's discretion as to what skill checks are significant and minor)
Attack
- Attacker declares target
- Rolls skill check
- As with most checks, this is an 8+ skill check
- If they pass, the target may choose to react to the attack
- This will reduce the targets initiative by 2
- Sample Attacks
- Melee Attack = 2d6 + Melee (appropriate specialty) + Strength or Dexterity DM (attacker’s choice)
- Shooting Attack = 2d6 + Gun Combat (appropriate specialty) or Heavy Weapons (appropriate specialty) + Dexterity DM
- Thrown Attack = 2d6 + Athletics (co-ordination) + Dexterity DM
- Heft and Recoil are then evaluated
Minor Action
Movement
- Can move up to 6 meters
- The distance moved is impacted by the terrain as well as the character race.
Change Stance
- Three Stances
- Standing
- Crouching
- Prone
Drawing and Reloading
Most weapons can be drawn/reloaded in a minor action. There are some weapons that are exceptionally heavy which may require more time to reload.
Aiming
- This adds +1 DM to their next attack on the target.
- Can be done multiple rounds, to a max of +6
Miscellaneous
- This is up to the GM to decide what is a minor and significant action
Reaction
Each reaction will reduce the character's initiative by 2. This will also add a -1 DM to all skill checks until their next turn. There is no maximum to how many times that a character can react to attacks. NOTE: A character can only react to attacks that they know about
Dodging
A character who is being attacked may dodge, giving his attacker a –1 DM and giving himself a –1 DM on all skill checks until the next round. If the character is in cover or has an obstruction to duck or dodge behind, the DM to hit him is increased to –2. In order to dodge, both character's roll Dexterity. If the target wins, they successfully dodge, if the attacker wins, the dodge is unsuccessful.
Parrying
If a character is being attacked through melee, they can parry the attack. To do so, they roll a melee skill opposing what the attacker rolled to hit them. If they roll higher than the attacker, it is successful and no damage is assigned. If they roll lower, damage is assigned as normal.
Free Action
This is primarily speaking or anything like that. Can include pressing a button or other insignificant actions as determined by the GM.
Extended Actions
Some things may take longer than one 6 second combat round. To determine the timing of these actions roll 2d6, this is the amount of combat rounds the action will take. Any character who takes damage while performing such a task must make a roll of the skill in question with a negative DM of the amount of damage done. Failing means that this round's work does not count towards the task. An exceptional failure means that they will have to redo the task.
Delay
A character can choose to delay their action. They may then act whenever they want to during the round (including interrupting somebody else's actions). Their initiative is then set to the count on which s/he acted.
Heft and Recoil
When you make an attack, compare your Strength DM to the Recoil rating of the weapon you are using. If your Strength DM is higher, no further effects apply. If your Strength DM is lower then the difference is applied to your initiative next round. Melee weapons have a rating called Heft which works in exactly the same way. When firing automatic weapons in burst mode, increase Recoil by 1. When firing them on full auto increase Recoil by half the Auto score.