Post by Mutant Lord: William McAusland on Apr 19, 2013 8:30:46 GMT -8
Miscellaneous Combat and Movement Rules
To add an element of randomness when rolling initiative all players get to roll individual initative as do all the opponents (you may make groupings if you have a large amount of opponents). This reflects that combat is a
non-static environment where individual fortunes ebb and flow (plus it fits into the gritty nature of the game).
Standard combat movement is 1/2 the individual's base movement in meters per round, reflecting a somewhat
careful advance. Individuals may rush their opponent, increasing their movement to their base rate but they
take a penalty of +10 to their SV to be hit due to their offensive focus.
When running and firing, the penalty to SV for ranged weapons is -20 not -15, to reflect that moving at double
the rate doubles the difficulty of firing accurately (the penalty is still -10 SV for firing while walking).
When being attacked by acid, fire, or similar non-ballistic/environmental attacks DV is figured using only the
target's Agility and Dodge modifiers (unless the armor specifically states it provides protection against the
listed attack). Getting acid all over or being engulfed in flames is generally not affected by armor because acid soaks/drips through armor and fire can cook the target inside its armor.
After combat ends a character with Erotic Arts or Medic skill can minister to the wounded to restore
Endurance equal to their Daily Healing Bonus for the skill. This represents suturing, cleaning, and bandaging
wounds as needed.
Range Increments for Missile Weapons: To reflect a somewhat more realistic view of ranged combat I am
splitting all missile weapon ranges into 4 categories; Short, Medium, Long, Very Long. Penalties will accrue to
missile attack as follows: Short (no penalty), Medium (-10 SV), Long (-20 SV), and Very Long (-30 SV). The
secondary range increment described in the book is renamed Extreme Range and halves the SV (after the
penalty for Very Long Range) and damage roll.
To add an element of randomness when rolling initiative all players get to roll individual initative as do all the opponents (you may make groupings if you have a large amount of opponents). This reflects that combat is a
non-static environment where individual fortunes ebb and flow (plus it fits into the gritty nature of the game).
Standard combat movement is 1/2 the individual's base movement in meters per round, reflecting a somewhat
careful advance. Individuals may rush their opponent, increasing their movement to their base rate but they
take a penalty of +10 to their SV to be hit due to their offensive focus.
When running and firing, the penalty to SV for ranged weapons is -20 not -15, to reflect that moving at double
the rate doubles the difficulty of firing accurately (the penalty is still -10 SV for firing while walking).
When being attacked by acid, fire, or similar non-ballistic/environmental attacks DV is figured using only the
target's Agility and Dodge modifiers (unless the armor specifically states it provides protection against the
listed attack). Getting acid all over or being engulfed in flames is generally not affected by armor because acid soaks/drips through armor and fire can cook the target inside its armor.
After combat ends a character with Erotic Arts or Medic skill can minister to the wounded to restore
Endurance equal to their Daily Healing Bonus for the skill. This represents suturing, cleaning, and bandaging
wounds as needed.
Range Increments for Missile Weapons: To reflect a somewhat more realistic view of ranged combat I am
splitting all missile weapon ranges into 4 categories; Short, Medium, Long, Very Long. Penalties will accrue to
missile attack as follows: Short (no penalty), Medium (-10 SV), Long (-20 SV), and Very Long (-30 SV). The
secondary range increment described in the book is renamed Extreme Range and halves the SV (after the
penalty for Very Long Range) and damage roll.