Noir Posted March 6, 2016 Share Posted March 6, 2016 Quick combat primer... Spoiler Initiative: Initiative is determined by making a Perception roll. Characters then act in descending order of Initiative. Multiple actions: You can take more than one action in a round. To do so you must first declare how many total actions/attacks you are taking. The dicepool for each action or attack then suffers a cumulative penalty of -1D for each action after the first. For example, if you take 3 actions and they will all suffer a -2D penalty. Drawing a weapon or setting a weapon to stun counts as an action. Range Combat:All ranged weapons have three range categories listed; short/medium/long. The difficulty to hit a target (before modifiers) is based on these range categories; Easy/Moderate/Difficult, respectively. Shooting a target at point blank range (less than 3 meters) is Very Easy Weapon Ranges:Blaster pistol rage: 3-10/30/120 meters. Heavy blaster pistol range: 3-7/25/50 meters. (They trade range for more damage) Blaster carbine range: 3-25/50/250 meters. Cover: Cover increases the difficulty to hit the target. Due to enemies approching from the south and east virtually all cover will only protect vs 1 direction (based on what side of it you are on). The large metal crates stacked around provide roughly 1/2 cover (+7 to difficulty to hit) vs 1 direction if used as cover. (or full cover vs 1 direction if you fully duck down and do not attack) The repulsorcart with the boxes of credits provides roughly 1/4 cover (+4 to difficulty to hit) vs 1 direction if used as cover. The crag of rock is large and can provide up to full cover vs 1 direction. Parry/Dodge: You can potentially increase the difficulty of attacks to hit you by parrying or dodging. To do so, you have two options. 1) If you choose to perform a partial parry or dodge, then it uses an action. You roll appropriate skill (dodge, melee, lightsaber or Dexterity). All attacks of that type must beat your roll or the normal difficulty (whichever is higher) for the rest of the round. 2) If you choose to perform a full parry or dodge then it is the only action you may take that round. You roll appropriate skill (dodge, melee, lightsaber or Dexterity). All attacks of that type have the result of your roll added to the normal difficulty for the rest of the round. Movement: You can move up to half of your Movement stat as a free action and suffer no penalty for doing so. This free movement can be used at any time during your actions and even broken up between actions. It may also be used with a Full Parry/Dodge. Moving any further requires the use of an action. With the location of the PCs, they can easily run or dive for cover using their free movement. If you have any questions or want clarifications feel free to ask me in chat or PM me. Basic layout:The outpost (including landing pads) is surrounded by a simple fence with rocky hills, canyons and outcroppings beyond the fence to the north, south and west. To the east is open desert. The landing pads are on the north side of the outpost. From west to east are landing pad #1 (where the cruiser was), #2 (where the Quasar Ray is), #3 (where the rebel ship was) and #4 (where the Ghtroc freighter is) is the furthest to the east.. Zaylee, Kel, Glint, Mar and Tal are by the repulsor cart with the credits, between pad #2 and #3. Next to them is the crag of rock on top of which Arcata is perched. The debris of landing pad #2 is about 20 meters to the west, with landing pad #3 about 20 meters to the east. The landing pads are about 1 meter tall, so they (or their wreckage) can provide cover, as can crates on the repulsor cart and some stacks of crates here and there. The human with the Rodain are roughly 50 meters to the south behind some crates with the outpost at their backs roughly 10 meters behind them. The difficulty to hit them based on range is 15/20/25 (cover included) If you get behind cover you can assume the difficulty to hit you will be roughly the same. The two humans by the Ghtroc are about 150 meters to the east and closing, trying to use what cover the can along the way. They are out of range of blaster pistols, but you are well within long range of their blaster carbines. Please roll Initiative (Perception) and post your actions with a description in this thread. When all are done I will combined them and resolve things in a IC post. Link to comment Share on other sites More sharing options...
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