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gameplay:quick_reference_guide:combat [2017/09/27 21:38]
schrodinger Removed redundant version of "Running Combat"
gameplay:quick_reference_guide:combat [2017/10/11 17:25] (current)
macthane
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 +====== Combat Quick Reference ======
  
-====== Combat ====== 
  
 Conflict is a major part of life on Horizon and in its wake, combat is never far away. For most people, it's something to be avoided, but few would go unprepared. A handful of powerful factions and settlements enforce some rules of law within their own territory, making compliant visitors at least a little safer, but their reach is short. Even the strongest among these groups has stood the test of time through instinctive respect for keeping to their own. Their forces stay close and their walls are well guarded; consolidating their strength. Here, you can learn to survive, hopefully, when your weapon and your wits are all you have. Conflict is a major part of life on Horizon and in its wake, combat is never far away. For most people, it's something to be avoided, but few would go unprepared. A handful of powerful factions and settlements enforce some rules of law within their own territory, making compliant visitors at least a little safer, but their reach is short. Even the strongest among these groups has stood the test of time through instinctive respect for keeping to their own. Their forces stay close and their walls are well guarded; consolidating their strength. Here, you can learn to survive, hopefully, when your weapon and your wits are all you have.
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   * Every weapon has a unique set of strengths and weaknesses represented with something called a "​Combat Profile"​. When you take a given weapon into combat, its Combat Profile will give you stats for everything you can do, such as deciding who gets to go first in combat, how far you can move, how much damage you do and so on.   * Every weapon has a unique set of strengths and weaknesses represented with something called a "​Combat Profile"​. When you take a given weapon into combat, its Combat Profile will give you stats for everything you can do, such as deciding who gets to go first in combat, how far you can move, how much damage you do and so on.
   * When you aren't carrying a weapon, you default to the "​Unarmed"​ profile.   * When you aren't carrying a weapon, you default to the "​Unarmed"​ profile.
-  * How effective you are each turn in combat ​depends on a Combat Skill test. +  * How effective you are each turn depends on your score in a Combat Skill test, taken at the start of each round
-  * You roll a new combat test every round, so if you get a bad result, just play it safe for a round and wait for a better chance to engage. +  * You roll a new combat test every round, so if you get a great result, make the most of it. If you have a bad result, just play it safe for a round and wait for a better chance to engage.
-  * +
  
 +\\
  
 \\ \\
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 ---- ----
  
-  * BEGINNING THE ROUND +BEGINNING THE ROUND 
-    * At the start of each combat ​round, ​all characters roll their Combat Test, depending on the weapon ​they are using. Find a list [[gameplay:​quick_reference_guide:​combat#​weapon_profiles|HERE]] Each round of combat begins with all characters ​rolling ​a Combat Test. +  * At the start of each round in combatevery character rolls a Combat Test
-    * Find the Combat Skill for the weapon you are using. Roll your dice for that Skill, total your results ​and add your Trait bonus. This is your score on the Combat test. +  * Find the Combat Skill and related Traits for the weapon ​you are using in the list [[gameplay:​quick_reference_guide:​combat#​weapon_profiles|below]]. After rolling your dice, total your results; this is your score on the Combat test. If you're not sure how to use Skills, check the guide [[gameplay:​quick_reference_guide:​skills#​using_skills|in the Skills page]]
-      * Whichever "​side"​ of the combat started the fight gets something called an "​Initiative bonus" for their first combat test. If you or your allies started the combat, check your Acuity Trait and gain bonus AP equal to its rank. +    * Whichever "​side"​ of the combat started the fight gets something called an "​Initiative bonus" for their first combat test. If you or your allies started the combat, check your Acuity Trait and gain bonus AP equal to its rank. 
-    * Once you have your result, check the Combat Profile for the weapon you are using and find the row matching your score, rounding down. For example, if you scored 19AP in the Combat test, use the row marked "​15-20"​ in your Combat Profile. +  * Once you have your result, check the Combat Profile for the weapon you are using and find the row matching your score, rounding down. For example, if you scored 19AP in the Combat test, use the row marked "​15-20"​ in your Combat Profile. 
-    * Some aspects of your performance will improve with a higher score on the Combat test. These stats are listed next to the score column. Other stats of your performance are constant and will not change based on your score. These stats are listed at the top of the Combat Profile.  +  * Some aspects of your performance will improve with a higher score on the Combat test. These stats are listed next to the score column. Other stats of your performance are constant and will not change based on your score. These stats are listed at the top of the Combat Profile.  
-      * For example, Attack, Defense and so on are listed next to the AP score column because they change depending on your Combat test results, while Reload and Weight are listed at the top of the profile, because they are constant.+    * For example, Attack, Defense and so on are listed next to the AP score column because they change depending on your Combat test results, while Reload and Weight are listed at the top of the profile, because they are constant. 
 + 
 +\\ 
 + 
 +\\ 
 + 
 +**STEP 2 - INITIATIVE** 
 +----
  
-  * STEP 2 - INITIATIVE+  * CREATING TURN ORDER
     * After all characters have made their combat test, their score in the combat profile gives them an Initiative rating.     * After all characters have made their combat test, their score in the combat profile gives them an Initiative rating.
 +      * Initiative is always a modifier in the Weapon Profile, such as "​-2"​ or "​-8"​. Apply this modifier to your Combat Test score to find your Reaction rating.
 +      * For example, if your Combat Test score was 20AP and your weapon has an Initiative of -8, then your Initiative is 12. 
     * Sort Characters in order of highest Initiative to lowest, then take turns in that order.     * Sort Characters in order of highest Initiative to lowest, then take turns in that order.
-    * This is called "Initiative order+    * This is called "Turn Order
-      * In the event of a tie, each tied character rolls a single D6, sorting scores from highest to lowest. Repeat as needed. +      * In the event of a tie, each tied character rolls a single D6, sorting scores from highest to lowest. Alternatively,​ coins can be flipped or any other method which is agreeable. Repeat as needed. 
-    * Whichever "​side"​ of the combat started the fight gets something called ​an "Initiative ​bonus" for their first combat test. If you or your allies started the combat, check your Acuity Trait and gain bonus AP equal to its rank.+    * Whichever "​side"​ of the combat started the fight gets something called ​"Surprise ​bonus" for their first combat test. If you or your allies started the combat, check your Acuity Trait and gain bonus AP equal to its rank. 
 + 
 +\\ 
 + 
 +\\ 
 + 
 +**STEP 3 - CHOICES** 
 +----
  
-  * STEP 3 - TAKING ACTION+  * CHOOSING YOUR ACTIONS
     * During each Player'​s turn, they choose how to move, attack, defend and so on.     * During each Player'​s turn, they choose how to move, attack, defend and so on.
     * You can choose up to 2 actions each turn.     * You can choose up to 2 actions each turn.
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       * Aim - used to improve your Lethal and Special Attacks       * Aim - used to improve your Lethal and Special Attacks
     * There are a few other actions you can use which don't change based on your Combat test:     * There are a few other actions you can use which don't change based on your Combat test:
-      * Move - used for relocating your Character+      * Move - used for relocating your Character. You can move before, after or in-between your other actions, limited only by your move range. 
 +        * Move is always a modifier in the Weapon Profile, such as "​-2"​ or "​-8"​. Apply this modifier to your Base Move given by the Agility Trait. Each rank of Agility grants +5m Base Move. 
 +        * For example, if you have AGI 5, your Base Move is 25m. If your Move in the Weapon Profile is -8, then your movement range in combat is 17m.
       * Reload - used for adding more ammunition to your weapon       * Reload - used for adding more ammunition to your weapon
-      * Switch - used for changing weapons +      * Switch - used for unholstering,​ holstering and changing weapons ​(holstering one weapon and selecting another ​is only 1 action.)
-    * Moving ​is a special ​action, which doesn'​t count towards your 2 actions per turn, so you can always Move in addition to anything else you do. You can move before, after or between your other actions, so long as the total distance you cover doesn'​t exceed your "​Move"​ rating for the round.+
  
-  ​* RECAP+\\ 
 + 
 +\\ 
 + 
 +**RECAP** 
 +---- 
 + 
 +  * IT'S THAT EASY
     * Roll a Combat test and find the matching score on your weapon'​s Combat Profile.     * Roll a Combat test and find the matching score on your weapon'​s Combat Profile.
     * Sort characters into Initiative order     * Sort characters into Initiative order
     * Take turns     * Take turns
     * When it's your turn, choose how you want to move, attack, defend, aim, switch weapons or reload for the round.     * When it's your turn, choose how you want to move, attack, defend, aim, switch weapons or reload for the round.
-    * Choose 2 actions and once you're done, pass the turn. +    * Choose 2 actions and once you're done playing them out, pass the turn. 
-    * Once everyone has acted, start a new round with a new Combat test. This includes a new Initiative order.+    * When everyone ​in the combat ​has acted, start a new round with a new Combat test. This includes a new Initiative order
 +    * Repeat until combat ends.
  
  
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 ^  __**Weapons and Combat Skills**__ ​                                                  ||| ^  __**Weapons and Combat Skills**__ ​                                                  |||
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
-^  __Weapon__ ​                        ​^  ​__Combat Skill used__ ​ ^  __Trait Bonus used__ ​ ^+^  __Weapon__ ​                        ​^  ​__Skill ​used__ ​        ​^  __Trait Bonus used__ ​ ^
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
-|  Pistols ​                           |  High-Caliber Combat ​   |  ACU or STR rank       |+|  Pistols ​                           |  High-Caliber Combat ​   |  ACU or AGI rank       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
-|  Shotguns ​                          ​| ​ High-Caliber Combat ​   |  ACU or STR rank       |+|  Shotguns ​                          ​| ​ High-Caliber Combat ​   |  ACU or AGI rank       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
-|  Sniper Rifles ​                     |  High-Caliber Combat ​   |  ACU or STR rank       |+|  Sniper Rifles ​                     |  High-Caliber Combat ​   |  ACU or AGI rank       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
-|  Assault Rifles ​                    ​| ​ Rapid-Fire Combat ​     |  ACU or AGI rank       |+|  Assault Rifles ​                    ​| ​ Rapid-Fire Combat ​     |  ACU or STR rank       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
-|  Machine Guns                       ​| ​ Rapid-Fire Combat ​     |  ACU or AGI rank       |+|  Machine Guns                       ​| ​ Rapid-Fire Combat ​     |  ACU or STR rank       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
-|  SMGs                               ​| ​ Rapid-Fire Combat ​     |  ACU or AGI rank       |+|  SMGs                               ​| ​ Rapid-Fire Combat ​     |  ACU or STR rank       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
 |                                     ​| ​                        ​| ​                       | |                                     ​| ​                        ​| ​                       |
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 </​WRAP>​ </​WRAP>​
- 
-\\ 
- 
-\\ 
- 
-\\ 
- 
-**3) TAKE ACTION** 
----- 
-  * AP RESULTS 
-    * **After taking your combat test, find the row in your weapon'​s combat profile that matches your AP score.** If you scored 10AP, find the row marked, "​10AP"​. Whatever your results, the matching row gives you values for: 
-      * Attack - which deals damage 
-      * Defense ​ - which negates incoming damage 
-      * Move  - which...uh...lets you move 
-      * Range  - which tells you how far you can shoot or throw your weapon. 
- 
-\\ 
- 
-  * CHOOSE YOUR ACTIONS 
-    * **Each round, you can pick 2 actions.** 
-      * For example you can move and attack, attack and defend, defend and reload or reload and attack, etc. You may notice that the higher your AP score is on the combat test, the more powerful your actions will be that round. 
-    * **Most actions can be used multiple times.** 
-      * For example, you can attack twice to deal twice as much damage, or to damage two different targets. You can also defend twice to get double the damage negation, or reload twice to add double the number of shots to your gun. 
-    * **The exception to this is Move, which can only be taken once.** 
-      * This is because it already offers your maximum movement range with just one use. If you want to go even further, you can carry a weapon with better mobility, increase your AGI Trait for better base movement or unlock the Endurance Skill and make a test to increase your move range each round. 
- 
-\\ 
- 
-  * ONE ROUND AT A TIME 
-    * **Combat tests are only rolled once per round, not once for each action.** 
- 
-\\ 
- 
-\\ 
- 
-\\ 
- 
-**4) PASS THE TURN** 
----- 
-  * ...AND YOU'RE DONE! 
-    * Once you make your actions for the round, it's time to see how things play out until it's your turn again. 
-    * If you're confident using the system __and your Director allows it__, feel free to make your combat test and plan out your turn while other Players are taking their theirs - If your results are ready when your turn begins, nobody will have to wait while you count your dice, which can really help to keep things moving! 
- 
- 
  
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