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content:official:rules:combat [2017/07/26 21:52] curufeacontent:official:rules:combat [2020/09/24 00:07] (current) – [Grappling] Add link lektu
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 ===== Combat ===== ===== Combat =====
 +| << [[Athletics]] << ^ [[Table of Contents]] | >> [[Engineering]] >> |
 This skill includes the entire spectrum of fighting from smacking somebody with your bare hands (or tentacles or whatever) to firing a blaster or hurling a grenade up to operating a starship's weapons systems. This skill includes the entire spectrum of fighting from smacking somebody with your bare hands (or tentacles or whatever) to firing a blaster or hurling a grenade up to operating a starship's weapons systems.
  
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   * //Attacking with Personal Weapons or unarmed//   * //Attacking with Personal Weapons or unarmed//
-  * //Attacking with Ship's Weapons -- Cannon, Missile Bay (see pages [[Cannon|103]], or [[Missile Bay|136]])//+  * //Attacking with Ship's Weapons -- [[..:modules:Cannon]], [[..:modules:Missile Bay]] (see pages 103, or 136)//
   * //Grappling//   * //Grappling//
   * //Hurling Grenades//   * //Hurling Grenades//
-  * //Shooting a Fighter Gun (see [[Fighters|page 122]])//+  * //Shooting a [[Fighters|Fighter Gun]] (see page 122)//
  
 ==== Personal Weapon Combat Rules ==== ==== Personal Weapon Combat Rules ====
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 The most basic and obvious type of personal combat is shooting your weapon at an enemy that you have in your line of sight. To do so, make a Combat skill check against the target number of your target. If you succeed, consult the weapon to see what effect you have. Most deal damage. The most basic and obvious type of personal combat is shooting your weapon at an enemy that you have in your line of sight. To do so, make a Combat skill check against the target number of your target. If you succeed, consult the weapon to see what effect you have. Most deal damage.
  
-There is a list of modifiers to the difficulty to shoot on [[Skill Check Modifiers|page 299]]. Butted weapons have a range band of 10. Most other weapons have a range band of 5 but grenades and rocket launchers have special rules.+There is a list of modifiers to the [[Skill Check Modifiers|difficulty to shoot]] on page 299[[..:equipment:butt|Butted weapons]] have a range band of 10. Most other weapons have a range band of 5 but [[explosives|grenades]] and [[..:equipment:rocket pistol|rocket launchers]] have special rules.
  
 ==== Line of Sight ==== ==== Line of Sight ====
- +{{ :content:official:rules:line_of_sight.png?200|}} 
-If you can draw a straight uninterrupted line from the center of your square to the center of your target's square, you have line of sight. If the line passes through any illustration (including corners) it is blocked. See illustration on the right((page 38 of the printed manual)).+If you can draw a straight uninterrupted line from the center of your square to the center of your target's square, you have line of sight. If the line passes through any illustration (including corners) it is blocked. See illustration on the right.
  
 ==== Range Penalty ==== ==== Range Penalty ====
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 ==== Misses ==== ==== Misses ====
  
-If you miss everything with a ranged attack, you roll damage anyway to see if your errant shot breaks the module the target is in. Add a damage marker to the module and score one point of hull damage for each 6 that comes up. This damage does not cause OOC. It is not subject to rerolls for luck or special abilities such as "Brutal", or "Cutthroat". See page 108 for broken modules.+If you miss everything with a ranged attack, you roll damage anyway to see if your errant shot breaks the module the target is in. Add a damage marker to the module and score one point of hull damage for each 6 that comes up. This damage does not cause OOC. It is not subject to rerolls for luck or special abilities such as "[[..:special abilities:Brutal]]", or "[[..:special abilities:Cutthroat]]". See page 108 for [[ship_to_ship_combat#broken_modules|broken modules]].
  
 ==== Cover ==== ==== Cover ====
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 If it is an area effect weapon, it will harm the operator and those in the operator's square. This is in addition to harming the intended target if the skill check was high enough to indicate success (box cars on our skill check hurts you with your enemy blade in addition to harming your target). If it is an area effect weapon, it will harm the operator and those in the operator's square. This is in addition to harming the intended target if the skill check was high enough to indicate success (box cars on our skill check hurts you with your enemy blade in addition to harming your target).
  
-**Example:** An attack with an Energy Blade is a 3,3 after resolving professional rerolls and Luck if any. That is doubles, so the attacker will take damage. If the attacker also has sufficient skill to make this roll a hit (they have at least a 2 skill and their target's target number is 8), they also deal damage to their target.+**Example:** An attack with an [[..:equipment:Energy Blade]] is a 3,3 after resolving professional rerolls and Luck if any. That is doubles, so the attacker will take damage. If the attacker also has sufficient skill to make this roll a hit (they have at least a 2 skill and their target's target number is 8 ), they also deal damage to their target.
  
 ==== Area Effect Personal Weapons ==== ==== Area Effect Personal Weapons ====
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 Area effect personal weapons ignore the target numbers of their intended victims. Instead, you'll have a target number of 8 for the Combat skill check to generate an effect. Area effect personal weapons ignore the target numbers of their intended victims. Instead, you'll have a target number of 8 for the Combat skill check to generate an effect.
  
-Some area effect weapons (Sonic Beam, Plasma Gun, Grenades) affect all adjacent squares, in line of sight, or a line of squares as specified.+Some area effect weapons ([[..:equipment:Sonic Beam]][[..:equipment:Plasma Pistol]][[explosives|Grenades]]) affect all adjacent squares, in line of sight, or a line of squares as specified.
  
 Sonic Beams and Plasma Guns affect an area specified in their description. For other Area Effect weapons, count the amount by which your skill check exceeded the target number of 8 then designate a number of contiguous squares in line of sight to affect based on that amount. For a plasma projector, the first of these squares must be adjacent to the weapon operator. Note that succeeding by zero doesn't affect anybody. Sonic Beams and Plasma Guns affect an area specified in their description. For other Area Effect weapons, count the amount by which your skill check exceeded the target number of 8 then designate a number of contiguous squares in line of sight to affect based on that amount. For a plasma projector, the first of these squares must be adjacent to the weapon operator. Note that succeeding by zero doesn't affect anybody.
  
-Since area effect weapons aren't directly targeted, they don't trigger or allow such effects such as but not limited to: Dirty Fighter, Brutal, Cutthroat, Stunner, etc.+Since area effect weapons aren't directly targeted, they don't trigger or allow such effects such as but not limited to: [[..:special abilities:Dirty Fighter]][[..:special abilities:Brutal]][[..:special abilities:Cutthroat]][[..:special abilities:Stunner]], etc.
  
 ==== Dirty Weapons ==== ==== Dirty Weapons ====
  
-Any weapon can be modified with an upgrade action to deal one less point of damage per die but the lowest die of damage cannot be healed until the end of the campaign turn. This is not standard UREF equipment as the practice was outlawed by the Zoallan Compromise. Characters will not earn pay from the UREF when they use a dirty weapon on a mission.+Any weapon can be modified with an upgrade action to deal one less point of damage per die but the lowest die of damage cannot be healed until the end of the campaign turn. This is not standard UREF equipment as the practice was outlawed by the [[..:races:Zoallan]] Compromise. Characters will not earn pay from the UREF when they use a dirty weapon on a mission.
  
 ==== Fire ==== ==== Fire ====
  
-Weapons that deal fire damage put the target on fire on an even damage result. See [[Fire Effects|page 150]] for fire details.+Weapons that deal fire damage put the target on fire on an even damage result. See page 150 for [[Fire Effects|fire details]].
  
 ==== Disarm ==== ==== Disarm ====
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 === Damage === === Damage ===
  
-Deal one die of damage with a maximum equal to your Athletics skill, or deal damage with your natural weapons (if any).+Deal one die of damage with a maximum equal to your [[Athletics]] skill, or deal damage with your natural weapons (if any).
  
 === Take === === Take ===
  
-Take one object from your opponent. The object can be from the opponent's hand or on their person. It goes into your hand or you may drop it as a free action. (Technically, you could also "give" here to apply a flare or electrocuffs or administer drugs to an unwilling target).+Take one object from your opponent. The object can be from the opponent's hand or on their person. It goes into your hand or you may drop it as a free action. (Technically, you could also "give" here to apply a [[..:equipment:flare]] or [[..:equipment:electrocuffs]] or administer [[..:equipment:drugs]] to an unwilling target).
  
-You could also "take" the pin on any grenade they are carrying and arm it as if it were in your hand.+You could also "take" the pin on any [[..:rules:explosives#grenades|grenade]] they are carrying and arm it as if it were in your hand.
  
 === Throw === === Throw ===
  
-Move the opponent a number of squares in line of sight equal to the amount your successes exceeded your opponent's successes. If they would go through an airlock, they get a passive Athletics check of 8 to catch themselves in the doorway.+Move the opponent a number of squares in line of sight equal to the amount your successes exceeded your opponent's successes. If they would go through an airlock, they get a passive [[Athletics]] check of 8 to catch themselves in the doorway.
  
 === Hinder === === Hinder ===
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   - //Target makes a Combat skill check against their own target number with professional rerolls and Luck as available. Count their successes.//   - //Target makes a Combat skill check against their own target number with professional rerolls and Luck as available. Count their successes.//
  
-If either character has more successes, they get to choose wether to Damage, Take, Throw or Hinder their opponent.+If either character has more successes, they get to choose whether to Damage, Take, Throw or Hinder their opponent.
  
 ==== Hurled Weapons ==== ==== Hurled Weapons ====
  
-You may hurl a melee weapon as a ranged attack. The range band is your Athletics. This can not be combined with a multi-weapon attack unless you are hurling two objects.+You may hurl a melee weapon as a ranged attack. The range band is your [[Athletics]]. This can not be combined with a multi-weapon attack unless you are hurling two objects.
  
 ==== Coup de Grace ==== ==== Coup de Grace ====
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 Explosives can be placed this way against a single target (like a character or a door) or the module. In this case, all other objects are considered not in line of sight, or around one corner. Explosives can be placed this way against a single target (like a character or a door) or the module. In this case, all other objects are considered not in line of sight, or around one corner.
  
-Note that a Grenadier cannot place explosives as a free action. They may arm, throw or drop them as a free action but must take an action to place them in addition to the Prepare action for the Coup of Grace.+Note that a [[..:special abilities:Grenadier]] cannot place explosives as a free action. They may arm, throw or drop them as a free action but must take an action to place them in addition to the Prepare action for the Coup of Grace.
  
 ==== Attacking with Two Weapons ==== ==== Attacking with Two Weapons ====
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 **ANY ATTACK WITH TWO WEAPONS IS DANGEROUS!** **ANY ATTACK WITH TWO WEAPONS IS DANGEROUS!**
  
-Threat the weapons as if they are dangerous ([[Combat|page 38]]). Rolling doubles in your skill check will cause them to damage you. If either weapon is already dangerous, doubles on either shot will cause both to damage you.+Treat the weapons as if they are [[#Dangerous Weapons|dangerous]] (page 38). Rolling doubles in your skill check will cause them to damage you. If either weapon is already dangerous, doubles on either shot will cause both to damage you.
  
-Note that you cannot use a double attack in conjunction with Charger, Dervish, Shock Trooper, Trampler, etc. or when people move into your square because these abilities give you free attacks and you may only take a double attack with an action. You can use this ability with Nimble and Battle Frenzied because they give you full actions (even though the actions may be restricted).+Note that you cannot use a double attack in conjunction with [[..:special abilities:Charger]][[..:special abilities:Dervish]][[..:special abilities:Shock Trooper]][[..:special abilities:Trampler]], etc. or when people move into your square because these abilities give you free attacks and you may only take a double attack with an action. You can use this ability with [[..:special abilities:Nimble]] and [[..:special abilities:Battle Frenzied]] because they give you full actions (even though the actions may be restricted).
 ---- ----
  
-{{tag>offical rules}}+| << [[Athletics]] << ^ [[Table of Contents]] | >> [[Engineering]] >> | 
 +{{tag>official rules combat}}
content/official/rules/combat.1501131141.txt.gz · Last modified: 2017/07/26 21:52 by curufea