Combat System
(this is a house rules section, inspired originally by AHL/Snapshot, modified a bit by Mongoose)
Action Points
Each character gets Action Points equal to (Endurance + Dexterity)/5.
Tactical Pool
Tactical pool = sum of tactics skill across team, use as DM each round
Phases
Turn is divided into 5 phases. All actions within a phase are taken to be simultaneous. If an order is required then character with lowest Int goes first. Each phase equates to a spend of 1 AP.
- 1: Only players with 4+ AP
- 2: Players with 3+ AP
- 3: Players with 2+ AP
- 4: Players with 1+ AP
- 5: Players with 5+ AP
Quick Play: Ignore phases, each player assigns AP and then player with highest initiative (Dex+Int) goes first with all movement APs, then all other's movement, then highest player again with firing, then all others. Firing IS NOT simultaneous. Firer can fire from, or at, any point in firer or targets movement track.
Available Actions
- 1 Action Point
- Aim
- Fire (Snapshot)
- Draw/Reload
- Move upto 5m, halve for difficult terrain/crouch
- Change stance (stand, crouch/kneel, lying)
- Skill-check not needing full attention
- 2 Action Points
- Aimed Shot (i.e. Aim+Shot)
- Skill-check needing full attention
- 3 Action Points
- All APs
- Suppressive Fire
To Hit
To hit a target at Effective Range with a small-arm (one handed)
Routine, Dexterity, Wpn Skill
To hit a target at Effective Range with a rifle or heavy weapon (two handed)
Routine, Strength, Wpn Skill
Increase difficulty by one level if at next range band up, decrease by one for all closer range bands.
Additional DMs:
- +1 per phase aimed
- +1 laser sight (if aimed) or AR sight
- +1 intelligent weapon
- -1 per AP moved this turn
- -1 if dodged
- -1 crouched/kneeling
- -2 if prone at effective range
- -1 low wall/forest/crate
- -2 jungle/trench/full wall
- -4 pillbox
- +1 LEVEL if supressed
Automatic Weapons
- Burst : Auto as +DM to damage. Rounds = Auto rating+1
- Auto: Roll Auto# dice and assign as pairs as To Hit. Max Wpn-1. 6m cluster. 3 x Auto rounds.
Suppressive Fire
To suppress targets within a 5m arc at 50m, out to Medium (250m) range.
Routine, Strength, Wpn Skill
Firer DMs as above. No target DMs. Each additional firer EITHER adds DM+2, or adds extra 5m to arc. Natural 12 inflicts 3D damage on one target per firer. Suppressed target fires (and other tasks) at one level higher difficulty, two for Exceptional success.
Damage
Specified die less armour value
Apply to Endurance first, then player choice of Str/Dex, then other.
- Superficial = none to zero
- Minor/Moderate = 1 to zero
- Major/Serious = 2 to zero, Unconscious
- Destroyed/Dead = 3 to zero
Armour Values
| Armour | TL | Value |
|---|---|---|
| Jack | 1 | 1 |
| Mesh | 6 | 2 |
| Cloth | 7 | 3 |
| Flak Jacket | 7 | 4 |
| Vacc Suit/Hostile Env | 8 | 4/6 |
| Ablat | 9 | 1 (6 vs lasers) |
| Reflec | 10 | 0 (10 vs lasers) |
| Ballistic Cloth | 10 | 5 |
| Vacc Suit/Hostile Env/Cbt Armour | 11/12 | 6/8/14 |
| Battle Dress | 13 | 16 |
| Vacc Suit/Hostile Env/Cbt Armour | 14 | 8/10/16 |
| Battle Dress | 14 | 18 |
Weapons
| Weapon | TL | Effective Range | Damage | Rounds | Special |
| Bolt Action Rifle | 3 | Medium | 3D-3 | 1 | |
| Shotgun | 4 | Short | 4D | 6 | High Recoil |
| Revolver | 5 | Short | 2D | 6 | |
| Rifle | 5 | Medium | 3D | 20 | |
| Autopistol | 6 | Short | 2D | 15 | |
| Autorifle | 6 | Medium | 3D | 20 | |
| Assault Rifle | 7 | Medium | 3D-3 | 30 | |
| Snub Pistol | 8 | Very Short | 2D | 6 | |
| Body Pistol | 8 | Short | 2D | 6 | |
| Stunner | 8 | Close | 2D6 | 100 | Zero Recoil |
| Accelerator Rifle | 9 | Medium | 3D | 15 | Zero Recoil |
| Laser Pistol | 9 | Short | 3D | 100 | Zero Recoil |
| Laser Carbine | 9 | Medium | 4D | 50 | Zero Recoil |
| Laser Rifle | 9 | Medium | 5D | 100 | Zero Recoil |
| ACR | 10 | Medium | 3D | 40 | |
| Laser Pistol | 11 | Short | 3D+3 | - | Zero Recoil |
| Laser Carbine | 11 | Medium | 4D+3 | - | Zero Recoil |
| Laser Rifle | 11 | Medium | 5D+3 | - | Zero Recoil |
| Gauss Rifle | 12 | Medium | 4D | 80 | |
| PGMP | 12 | Medium | 10D | - | Auto4, Zero Recoil |
| Gauss Pistol | 13 | Short | 2D | 40 | |
| PGMP | 14 | Medium | 12D | - | Auto6, Zero Recoil |
| FGMP | 14 | Medium | 16D | - | Auto4, Zero Recoil |
| Plasma Rifle | 16 | Medium | 6D | - | Zero Recoil |
| FGMP | 16 | Medium | 16D | - | Auto6, Zero Recoil |
Range Bands
- Close: 0-5m
- Short: 6 - 50m
- Medium: 51 - 250m
- Long: 251m - 500m
To determine surprise
Difficult, Leader, Recon (confrontation)
Defender has surprise on mishap, otherwise no surprise if fail
To raise alarm
Difficult, Leader, Recon
Automatic if hit but not killed or use kinetic weapon
To maintain NPC morale
Routine, Leader
Increase difficulty level by 1 for each 25% casualties
Adjust level by unit quality
To quick start a vehicle
Routine, Vehicle, Dex (ICE=5s, Turbine=10s, FuelCells=5s, Fusion=6s/60s)
To call a lift
Simple, Dex, 2 sec
Routine in combat
To jump down 3m
Routine, Dex, (fateful)
Difficult/hazardous for 3-6m, Formidable for 6-9m, 2D DP for 9-12m
In low G equivalent height is Dist/Sqrt G
Vertical jump is AVG(Str,Dex) x 0.1m
Horizontal jump is AVG(Str,Dex) x 0.5m
Throwing - see PM p88
To break down door
Routine, Str, 6 sec/1CR
Can apply DMs of 2 players
To drag/carry heavy object
Simple, Dex,
Heavy = str x 2 (x3 if mil) in kg. If < str x 5 then carry.
Can't drag if > str x 15