Difference between revisions of "Combat Guide"
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A round follows a sequence of order where certain actions will happen before others. Within the sequence, the order in which characters act is taken from their DEX, with the highest acting first. | A round follows a sequence of order where certain actions will happen before others. Within the sequence, the order in which characters act is taken from their DEX, with the highest acting first. | ||
− | + | *Ebb Abilities | |
Requiring only thought to activate, and often being calculated the phase before, Ebb abilities go before anything else in the phase. | Requiring only thought to activate, and often being calculated the phase before, Ebb abilities go before anything else in the phase. | ||
− | + | *Movement | |
Movement happens before any other actions, and can be performed regardless of whether the character can act on that particular phase. The distance moved depends on the movement type of the character (walk, run, sprint), and their move stats. | Movement happens before any other actions, and can be performed regardless of whether the character can act on that particular phase. The distance moved depends on the movement type of the character (walk, run, sprint), and their move stats. | ||
− | + | *Defensive Actions | |
Defensive actions are declared, whether active (parrying), or passive (gymnastics). This includes diving for cover, ducking, and other actions which would be classed as changing stance. | Defensive actions are declared, whether active (parrying), or passive (gymnastics). This includes diving for cover, ducking, and other actions which would be classed as changing stance. | ||
− | + | *Ranged Combat | |
Ranged combat comes next, generally taking the form of shooting. This also includes actions relating to rabged combat, such as bringing to bear and changing fire modes. Ranged combat is covered in more detail below. | Ranged combat comes next, generally taking the form of shooting. This also includes actions relating to rabged combat, such as bringing to bear and changing fire modes. Ranged combat is covered in more detail below. | ||
− | + | *Melee Combat | |
Melee combat includes unarmed combat. Anything that involves hitting something with something else. Melee is covered in more detail below. | Melee combat includes unarmed combat. Anything that involves hitting something with something else. Melee is covered in more detail below. | ||
− | + | *Other Actions | |
Anything else not covered in the sequence happens now. | Anything else not covered in the sequence happens now. | ||
− | + | *Book-keeping | |
Finally any bleeding damage or healing takes place. | Finally any bleeding damage or healing takes place. | ||
Revision as of 12:36, 3 June 2009
Combat in SLA is a complicated affair, made even more complicated (or sometimes less complicated, just to complicate things) by the spattering of house rules thrown in. The guide below is designed to help guide players through the process.
Contents
Combat Rounds and Actions
A combat round is three seconds long and split into five phases. A phase is the smallest division used in comat, and is equal to 0.6 seconds. Needless to say, not much can be accomplished in one round. As a result, combat is broken down meticulously into actions that will take one phase.
Actions
A character can take an action on any phase in which they are allowed to act, as dictated by their DEX stat. This is noted on the character sheet by the crosses in the PHASES boxes. There is, in theory, an unlimited number of actions a character can take, but for the most part these will be common combat actions and will be listed below. For those not listed, the GM will be required to gauge how long they will take based on the time a combat phase occupies and how long the task lasts. Unless it is relevant to the combat, non-combat actions like picking locks, hacking, or conversations are best left until afterwards. Speech, should it be used in combat (say for shouting directions), is limited to a few syllables per phase.
- Draw weapon or other item - 1 phase (0 on a DEX -4 roll)
- Reload a magazine - 2 phase (1 on a DEX roll)
- Put away an item - 1 phase
- Change firing stance - 1 phase
- Change fire mode - 1 phase (0 on a DEX roll)
- Bring a weapon to bear - 1 phase
- Aim - 1 phase per aim
- Hit in melee - 1 phase
- Calculate an Ebb ability - 1 phase
- Inject a drug - 1 phase
- Prime a grenade - 1 phase
- Throw an object - 1 phase
Round Sequence
A round follows a sequence of order where certain actions will happen before others. Within the sequence, the order in which characters act is taken from their DEX, with the highest acting first.
- Ebb Abilities
Requiring only thought to activate, and often being calculated the phase before, Ebb abilities go before anything else in the phase.
- Movement
Movement happens before any other actions, and can be performed regardless of whether the character can act on that particular phase. The distance moved depends on the movement type of the character (walk, run, sprint), and their move stats.
- Defensive Actions
Defensive actions are declared, whether active (parrying), or passive (gymnastics). This includes diving for cover, ducking, and other actions which would be classed as changing stance.
- Ranged Combat
Ranged combat comes next, generally taking the form of shooting. This also includes actions relating to rabged combat, such as bringing to bear and changing fire modes. Ranged combat is covered in more detail below.
- Melee Combat
Melee combat includes unarmed combat. Anything that involves hitting something with something else. Melee is covered in more detail below.
- Other Actions
Anything else not covered in the sequence happens now.
- Book-keeping
Finally any bleeding damage or healing takes place.
Ranged Combat
Ranged combat is fast and deadly in SLA Industries, but the actual mechanics of combat can be complex and drawn out. However, a fairly standard set of actions need to be performed. Below is a step-by-step guide to firing.
Bringing to Bear
The majority of ranged attacks must start with the firer bringing to bear. This is the act of pointing your weapon at the target, and with a phase being only 0.6 seconds long will take one action. In certain circumstances a firer does not need to bring to bear, namely when suppressive firing and when in overwatch. Suppressive fire covers an area, and so no specific target is being aimed at. Overwatch is when a firer knows exactly where the target will appear and is already pointing their weapon at that place ready to take the shot, in which case bringing to bear can be done for free with a DEX -2 roll.
Aiming
Once a character has brought to bear they can spend an amount of time aiming. The standard aim is one phase, but a character can fire before that by taking a wild shot at a -3 penalty. At standard aim a character suffers no penalty, and for each phase above that the character gets +1 to hit. There are limits to how long a character can aim, depending on certain factors. Generally a character can aim for 4 phases to get a +3 bonus. An additional aim can be had if the character takes a firing stance, and yet another if they have a rest (for their weapon, not a nap). After this characters with the marksman skill can continue to aim for a number of phases equal to their marksman skill level.
Aim | Modifier | Phase | Notes |
Wild Shot | -3 | 1 | |
Aim 1 | 0 | 2 | |
Aim 2 | +1 | 3 | |
Aim 3 | +2 | 4 | |
Aim 4 | +3 | 5 | Firing Stance |
Aim 5 | +4 | 6 | Firing Stance & Rest |
Aim 6 | +5 | 7 | As above & Marksmanship |
In addition, and character can aim for a location if they so desire. Each location has a negative modifier to hit, and at least one aim must be taken to call a location.
Location | Modifier |
Torso | 0 |
Head | -4 |
Arm | -3 |
Leg | -2 |
Modifiers
The firer will have modifiers to their attack roll depending on a number of things, as shown in the table below. Once all modifiers have been taken into account, the firer may add their skill and make their roll.
Cause | Modifier |
Target walking | -1 |
Target running | -3 |
Target sprinting | -2 |
Target diving | -4 |
Target kneeling | -1 |
Target prone | -2 |
Firer running | -2 |
Wild shot | -3 |
Aim arm | -1 |
Aim leg | -3 |
Aim head | -4 |
Unskilled | -3 |
Darkness | -1 to 5 |
IR sights | -2 (no darkness) |
UV sights | -3 from darkness modifiers |
Wounded | -1 per wound |
Pistol no stock | -1 med range and over |
Cover | -1 to 3 (+ PV) |
Small target | -2 |
3m+ size target | +2 |
natural weapon | +1 |
ROF 3 | +2 |
ROF 5 | +3 |
ROF 10 | +4 |
Shotgun | +2 |
Laser sight | +1 up to med range |
Scope | +1 med range or over |
Bipod | +1 med range or over |
Close combat | -3, -5 with rifle |
Point blank (<5m) | +5 |
Medium range | -2 (opt x 2) |
Long range | -4 (opt x 8) |
Extreme range | -8 (opt x 16) |
Melee Combat
Cause | Modifier |
Target walking | -1 |
Target running | -3 |
Target sprinting | -2 |
Target diving | -4 |
Target kneeling | -1 |
Target prone | -2 |
Attacker Running | -2 |
Parry | Points taken from defender's weapon skill |
Gymnastics | Defender's skill |
Unskilled | -3 |
Darkness | -1 to 5 |
IR sights | -2 (no darkness) |
UV sights | -3 from darkness modifiers |
Wounded | -1 per wound |
Small target | -2 |
3m+ size target | +2 |
natural weapon | +1 |