Combat Guide
Contents
Combat Guide
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.
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.