## Combat Notes - On your turn you can do: One Full Action and one Minor Action OR Three minor actions. - If you roll two 1's with a [[Poor Quality]] weapon, the weapon breaks. - Rate of Fire (ROF) determines how many attacks may be made with a weapon in a turn - You may move, shoot, and move again - Movement is equal to 5+[[Fortitude]] modifier [[Combat Unit|CU]]. A CU = 2x2M or 5x5ft hex. - If an attack succeeds, the effect of the attack is added to the damage roll. - For a -6 penalty an attacker may choose to make a Targeted Attack and pinpoint one limb or location to attempt to hit. - If the target location is the head, and the attack succeeds, double the damage. - You can hold an action by declaring a specific trigger. Your action then occurs when that trigger happens. - If you can describe what you want to do with your action while holding the action, you gain a +1 to the action. - You can choose to react to something an enemy does; doing so discards any held action and causes all actions until the end of the reacting players next turn to suffer a -3. ### Ranged Combat - To hit: 2D6 + [[Reflex]] + [[Gun Combat]] (Relevant Subskill) + Range Modifier + Any Other Modifiers vs [[Normal]] (9) check - If the target has a [[Dodge]] equal or greater than 3, then they may choose to attempt to dodge the ranged attack. In this case the difficulty changes from [[Normal]] to the target rolling 2D6 + [[Reflex]] + [[Dodge]]. - You can use your minor action to aim, gaining a +1 to ranged attacks. - Automatic and Burst - **Automatic**: If you successfully hit, after calculating the total damage, multiple the total damage by the listed [[Tag Multiplier]]. OR You may supress an area equal to the [[Tag Multiplier]] doubled in meters squared. Supressed targets must pass a [[Hard]] [[Fortitude]] check, or spend the turn supressed; if the fail the check with an effect of -1-[[Tag Multiplier]] or lower, they loose 1D4 Lucidity as they loose their cool under fire. 5 x [[Tag Multiplier]] bullets are used per shot. - **Burst:** the bursts can be split among multiple targets, each burst on a different target is treated as a separate to hit and damage roll. The second way to use bursts is to put multiple bursts onto a single target. Each burst after the first is treated like an **Automatic** attack. The attack uses 3 x [[Tag Multiplier]] rounds. ![[Range Modifier Table]] ### Cover ![[Cover Quick Reference]] ### Melee Combat - to hit: 2D6 + [[Brawn]] or [[Reflex]] + [[Melee Combat]] (Relevant Subskill) + Any other modifiers vs 2D6 + [[Reflex]] + [[Dodge]]. ### Damage - Roll the listed damage for the weapon, adding the effect of the attack to the damage as well. Then subtract the targets armours stopping power from the total damage. If the remaining damage is greater then 1, reduce the armours stopping power by 1 and apply the remaining damage to the target. - First apply the damage to the targets [[Fortitude]]. Once [[Fortitude]] is at 0, the damage is then applied to either of the targets [[Reflex]] or [[Brawn]] - but the choice must be consistent. - Once Two attributes are at 0, the target must make a [[Normal]] [[Endurance]] check. If the target fails, they fall unconscious from all the damage. - If all three stats fall to 0, the target is dead. - If an enemy leader is killed, or half their allies are killed, the survors must do a [[Normal|Normal]] [[RPG/RPG V1/Core Book/Main Rules/Lucidity|Lucidity]] check, if the enemies fail they flee. The GM may also call for players to do a check.