Range Bands
For simplicity, the combat rules use a list containing a number of fixed range bands. Rather than individually assigning a number of meters to describe the range of a gun, the gun's range is assigned to one of these bands. Consequently, when a modification to a gun alters its range, the gun simply moves one or more bands up or down on this list.
To determine the difficulty number of an attack using a weapon, half the base range counts as short, twice the range as long, and up to four times the base range counts as extreme range. If the GM allows it, you may even attempt to hit things at up to eight times the base range against the "impossible" difficulty number of 40.
ReviewUs This seems pretty stupid. Either make short range fixed (say 5 meters as a "hipshot" range), or halve all ranges and make short range x1, normal x2, long x4, extreme x8, and impossible x16. StarFox This is a rest from 2 older system, the one with the bellcurved tohit diffs and the old cyberpunk. But we can change it dosent seem to have any impact on the system.
| Range | Weapon Type |
| 5 | Palm-sized |
| 10 | Hold Out, Snubnose |
| 30 | Pistol, Hwy Pistol, Com. SMG |
| 50 | SMG, Shotgun |
| 75 | |
| 100 | Light Rifle |
| 150 | Medium RIfle, LMG |
| 200 | Heavy Rifle, HMG |
| 300 | |
| 400 | |
| 500 |
COMBAT INITIATIVE
Initiative Score
Roll 2d10 and add the following, as applicable:
- Cool bonus
- Combat Experience
- Combat Sense Tag Bonus
- Xyber bonus
- Misc. (combat drugz, etc)
ReviewUs What is Combat Experience? A second skill that increases initiative? If it is, what looks pretty good to me, though it increases the difference between good and bad soldiers even more. StarFox
ReviewUs Comex is a skill that is base for initiative and some not yet thougth of applications. But it is a replaceement of the concept of "stone killah" wich can be used to roll for when seeing the children burn etc. Azzad
Combat Round
- The real-time length of the round is not specified. It is simply 1 round long.
- The highest-rolling character acts first, his initiative score being the initial tick of the round.
- After taking an action, immediately subtract 10 from the initiative score of the acting character. (Characters may have xyber enhancements that allow them to subtract less than 10 ticks from their initiative score for each action.) This may take the score to or below zero.
- Count down ticks until reaching a tick that corresponds to a character's current initiative score. It may happen that the same character ends up acting twice - or even more - in a row. Allow that character to take his action, then deduct from his initiative score, and repeat until reaching zero.
- A character with an initiative score of zero or less may not take any more actions.
Actions
- The multi-action rules are no longer in use. As a consequence, there is no roll penalty for performing more than one action in a round. Also, characters are allowed only one action on each activation.
- What is permissible as an action is unchanged from previous rules. Shooting, moving, reloading, running, jumping, climbing trees, etc.
Defensive Actions
- When a character is attacked, he may choose to perform a defensive action.
- The defensive character must have 1 or more left of his initiative score in the round to be allowed to take defensive action.
- The defensive action must be immediately related to the event that triggers it.
- Taking a defensive action costs the same 10 ticks as normal actions do, which are deducted immediately (modified by xyber, see Combat Round above). This will delay the defensive character's next normal action, and may put him below zero initiative.
Should defensive actions really cost as much as "real" actions? If they do, they need to be pretty darn powerful, as they can never win for you, just avoid losing. Also, should some kind of move be allowed, to get under cover or just fall prone?
Well tough shit, you can choose to stand in a hail of bullets and die or dodge, if this is a hard choice then so be it. You can dodge a round and then hope to win the initative the next round. There should also be a "Jump into cover" action that works as a defensive action, wich lands you in cover if any, but i think it got lost in the spån.
Permissible defensive actions include:
- Dodging, if the defender is alerted to the attack before it takes place.
- Communicating, if very brief and concise, such as indicating the location of a spotted enemy to your team.
- Spotting the attacker, if the attacker is in the defender's field of vision, is detectable by the defender, etc.
ReviewUs Does this mean no attempt at spotting a firer is allowed unless you take an action to do so? StarFox
Well standing around looking at scenery while someone is hooting at you doses seem to me liek exactly the thing unexperienced soldiers do and that usually gets them killed. A good choice could be dodge into cover and then a spot
- Any action equivalent to the above, as the GM sees fit to allow.
Involuntary Loss of Initiative
- Under certain circumstances, a character's initiative score may be lowered by things other than him taking actions. As with paying for actions, involuntary loss may take a character down to or below zero, denying him further action in the round.
When taking damage, the stun effect is represented by random loss of initiative score, as follows:
- Flesh wound: 1d10
- Serious wound: 2d10
- Critical wound: 3d10
- Mortal wound: 4d10
- Having pain controlling xyber such as a pain editor allows a character to ignore 5 points of initiative loss per level of xyber bonus.
- Other things that may cause loss of initiative include flash-bang and concussion grenades, being in the proximity of an explosion, even if unharmed by the blast itself, being knocked down, and any and all other things that the GM may decide impedes your initiative.
- For mooks, it's more practical to use group initiative. For stun damage, use chunks of 10 instead of d10. This way, an individual mook can lose initiative from taking damage while staying with the group's initiative.
