Email comments and questions to: adkohler@ieee.org
Chapter 3: Personal Combat
3.1 Basics
Many of you trigger-happy
space marine wanna-bes out there may have flipped past chapter 2 on basic
tasks because you were too eager to learn how to kill things in Starfarer.
If this describes you, then GO BACK. The whole combat system is intimately
dependant on the task system.
That said, for those of you
who have already read the chapter on tasks, we may continue with a list
of definitions to make your journey through the combat system a little
easier:
<TBC>
3.2 Time and Initiative
The Starfarer combat system
is based around 6 second combat rounds. This is sufficient to allow the
players to embark on some fairly complex tasks while allowing the action
to proceed at a realistic pace. This also conveniently divides each minute
into 10 combat rounds.
When you roll for initiative,
roll a 1d10 and add the Initiative statistic. This is your Action
Point total for the round.
For each 10 full Action
Points, you get an Action Phase during that round. An Action
Phase is the amount of time that the character may take a combat action
without penalties. You may attempt multiple actions during an Action
Phase, but incur a penalty for each action past the first (See Section
3.2.1.)
Characters resolve their
actions in order of their action points, counting down. When you take an
action phase, you subtract 10 from your action point total. You may take
another action phase this combat round if you have 10 or more points left.
If you do not have ten Action Points left, you do not take any further
action phases during the round, but you add any action points you have
left next round.
Example: Three characters
(we'll name A, B, and C ) initiate combat. They have initiative scores
of 12, 9, and 7 respectively. A rolls 9 for initiative, so has 21 action
points this round. B rolls a 5 for initiative, so has 14 action points
this round. C rolls a 2 for initiative, so has 9 action points this round.
A takes the first action
on 21. He resolves the action phase and subtracts 10 from the total, leaving
him with 11 action points. B takes the second action on 14. He resolves
his action phase and subtracts 10 from his action points, for a total of
4. A takes a second action on 11. He resolves his action phase and subtracts
10 from his action points, leaving 1.
The combat round ends, as
there are no characters is left with 10 or more action points left.
Next round, character A adds
1 to his initiative, character B adds 4 to their initiative, and character
C adds 9. Note that character C didn't get a chance to act this round,
but with a +9 on his initiative next round, he will likely act first next
round.
3.2.1 Action Declaration (optional)
Normally, a player may declare
what action they want to take during an action phase when the time comes
to resolve that action phase. However, if the GM is using initiative modifiers
(section 3.2.2) or multiple actions (section 3.2.3), a character must declare
their next action ahead of time, except as described in the abort action
(see 3.2.4)
Under the action declaration
rule, if a player wants their character to do a specific action in the
next phase, they must declare that action either before initiative is rolled,
or at the end of the preceding action phase.
3.2.2 Initiative modifiers (optional)
Normally, most actions are
considered to have an initiative modifier of "0." This means that whatever
you roll on your action point total is used to determine when you
take your action phases.
However, some actions (such
as some weapons) have an initiative modifier. This typically ranges
from +3 to -3. When a player declares an action (see 3.2.1), any initiative
modifiers associated with that action are added to the character's next
phase action point total.
3.2.3 Multiple Actions (optional)
The default assumption is
that a character will perform but a single action in an action phase. However,
some characters have sufficient ability that they can credibly perform
several tasks concurrently.
A character declares multiple
actions in the same way that they declare singular actions. As described
in 3.2.2, initiative modifiers are added to the characters next action
point total. Add only the lowest initiative modifier to the
character's action point total upon declaration.
When performing multiple
actions in a phase, the EF of all attempted tasks are reduced by -1 per
action attempted past the first.
At the end of the action
phase, apply a -1 to the character's action point total for each
action performed in the action phase, and add in all initiative modifiers
except the lowest (which was added in the declaration step.)
3.3 Movement
3.4 Attack Resolution
In Starfarer, the combat
system is based upon the same task system that is used to handle all other
tasks. However, there are some additional mechanics needed for resolution
of damage as well as other factors.
The success (or failure)
of an attempted attack on a person or object is handled by a success based
task. There are two basic types of attack in Starfarer: Ranged and Melee.
Task profiles for each are outlined below:
To hit in ranged combat: | |
(Dexterity, Weapon*), x EF* | |
EF is based on range to
target:
Close*: x5 Point Blank: x7 Short: x6 *Close range if within target's melee range Ranges are on range table |
Medium: x5 Long: x4 Extreme: x2 |
EF Modifiers:
(-) Any modifiers from target's evasion task
Any modifiers from ranged modifier table LOS Modifiers: Any modifiers from ranged modifier chart |
|
LOS: Each LOS is a x1 damage multiplier |
To hit a target in Melee combat: | |
(Weapon* or Unarmed, Agility), x5 | |
EF Modifiers:
(-) Any modifiers from target's evasion or parry task
Any modifiers from melee modifier table LOS Modifiers: Any modifiers from melee modifier chart |
|
LOS: Each LOS is a x1 damage multiplier |
Whenever a character attempts
an attack during combat, the player (or GM, for NPCs) rolls an immediate
success based combat task as defined above. If successful, the resultant
LOS is used to determine damage inflicted by the weapon.
3.4.1 Ranges
When using range weapons
in a task, the firing player (and/or GM) must determine how far away the
target is, and check this against the weapons range table to determine
which range bracket the target is in. These range bracket is split up into
the categories of Point Blank, Short, Medium, Long, and Extreme. Additionally,
a target is considered to be at close range if the target is eligible
to make a melee attack on the firer during the current round.
Not all weapons have the
extreme range bracket. Only weapons that have munitions that remain lethal
beyond the effective aiming range of the weapon have this category, any
it extends out to 1.5 times the long range of the weapon.
Ranges vary from weapon to
weapon, but all weapons follow a general scheme. Weapons have a range rating
based on the length, aiming characteristics, and power of the weapon. The
general table that defines most weapons in the game is listed below by
range rating.
Range
Bracket |
|
|||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
PB | 1m | 2m | 3m | 4m | 5m | 6m | 7m | 8m |
S | 5m | 10m | 15m | 20m | 25m | 30m | 35m | 40m |
M | 10m | 20m | 45m | 80m | 125m | 180m | 250m | 320m |
L | 30m | 100m | 300m | 1000m | 3000m | 10km | 30km | 100km |
E* | 45m | 150m | 450m | 1500m | 4500m | 15km | 45km | 150km |
3.4.1 Hit location
Before resolving damage, you must determine where the attack hits. If the target is a human or is generally human shaped (like a humanoid android), then simply look at the "one's" dice (i.e., the low order digit) of the percentile roll. Use that number as the roll on table 3.4.
Some weapons hit multiple locations at once - like explosives and plasma weapons. See the special rules for those weapons for details.
Low dice: | 1 | 2-4 | 5-6 | 7 | 8 | 9 | 0 |
Result: | Head | Chest | Abdomen | Right Arm | Left Arm | Right Leg | Left Leg |
3.5 Damage Calculation
Each weapon is listed with
a penetration rating followed by a damage rating, separated by a slash.
A typical rating for a light projectile weapon would be 7/5, meaning it
has a Penetration Rating of 7 and a Damage Rating of 5. Penetration
Rating describes the weapons ability to defeat armor. The Damage
Rating describes the inherent destructiveness of the weapon.
When a target is hit by the
weapon, follow these steps. The procedure is simple, but the order of each
step is important.
1) Find the target's Armor
Rating. Subtract the Penetration Rating of the weapon from the
Armor Rating to find the Modified Armor Rating for this attack.
Treat results of less than zero as zero.
2) Subtract the Modified
Armor Rating from the Damage Rating to find the Modified
Damage Rating for this attack.
3) Multiply the Modified
Damage Rating by the Level of Success of the attack. If the
LOS is zero, multiply the Modified Damage Rating by ½.
This is the applied damage.
Example: Kitai Kurugumi
fires his laser pistol at an opponent that is 15 meters away. He has a
skill of 5 with the laser pistol, and a dexterity of 7, giving him a BCS
of 12 for the task. The target is 15 meters away, which is medium range
for a laser pistol. The ranged to hit task has an Ease Factor of
5 at medium range, thus the MCS of the task is 60. A 24 is rolled for the
attack. The Level of Success for the attack is 3, and since the
second dice of the percentile roll was a "3", the laser hits in the chest.
The laser is a 2500j model
with a penetration rating (PR) of 10 and a damage rating
(DR) of 9. The target has level 16 armor against lasers. The penetration
is subtracted from the armor rating for an effective armor rating of 6
(16 - 10 = 6.) This effective armor rating is subtracted from the damage
rating for an effective damage rating of 3 (9 - 6 = 3). The LOS
was 3, so the applied damage is 9 (3 x 3 = 9.)
3.5.1 Blow Through Rule (optional)
In the Starfarer system,
a marginal (LOS 0) is typically considered to do minimal damage.
However, some weapons have huge DRs that allow them to cause heinous wounds
even though a marginal success is all that was rolled. In essence, very
large weapons can never produce graze or even light damage results.
Some DMs may have a problem
with this inherent level of coarseness in the damage system; accordingly,
this rule puts a limit on the damage large weapons do to small target.
Under the blow through
rule, large weapons are assumed to be wasteful when used against small
targets. If the modified damage rating exceeds the targets mass,
then reduce the modified damage rating to equal the target's mass
rating prior to multiplying by the LOS of the attack.
There is a limit to this
though. Do not reduce the modified damage rating by more than the target's
mass rating. Strikes form very large weapons, such as laser artillery,
tend to be deleterious of any life, regardless of the fact that the hit
was somewhat "peripheral." (i.e., if the modified damage rating is over
2x the target's mass, reduce the modified damage by the target's mass.)
Example: Kitai Kirugumi
has the same 2500j weapon described in the previous example: PR 10, DR
9. He has the occasion to fire his laser at an unarmored target, a normal
sized human with a mass rating of 6.
Against this target, the
modified damage rating would normally be 9. However, this exceeds the target's
mass rating, so the modified damage rating is reduced to 6. If Kitai has
an LOS of 3 against this target, the applied damage would be 18 points.
Later that day, Kitai finds
a Phemorian Camprat (a pesky native life form that is mass rating 4) digging
through his equipment. He fires his laser at the annoying beast. The Camprat
has no armor to speak of. Normally, the modified damage rating would again
be 9. This exceeds 2x the Camprat's mass rating of 4, so the modified damage
is only reduced to 5 (instead of 4.) A LOS 3 hit against the Camprat would
do 15 points.
3.6 Damage Resolution
3.6.1 Weapon Lethality
All weapons have a statistic
called Lethality, which is the sum the weapon's Penetration Rating
and Damage Rating. This is not tabulated in the weapon tables as
it is easy enough to determine on the fly in most cases. This figure is
important because it determines how severely a weapon affects a given target.
Smiting a large, physically fit man with a nightstick might only irritate
him, but the same blow might prove lethal for an elderly man in poor health.
However, either man would doubtlessly to be slain by a large caliber railgun
slug at point-blank range.
3.6.2 Assessing Damage.
The normal condition in a
firefight is that all damage taken by an individual is appiled 100% to
both the shock total and towards the individual wound tracks. This is true
whenever the lethality of the weapon inflicting the damage has a lethality
at least equal to the targets resilience rating.
However, if a weapon's lethality
is less than the target's resilience, wound damage is lessened. If the
lethality of the weapon is less than the targets resilience, record the
full amount of damage to the target's shock total, but only count half
of the damage (round up) when allocating wounds (see section 3.6.3)
In addition to this, if the
area hit was the target's head, double the damage for purposes of shock
value and wound effects.
3.6.3 Allocating Wounds
The final step of damage
allocation is allocating individual wounds. Each character sheet has a
wound track. These correspond to the hit locations determined as in 3.4.1.
Across the top of the wound chart is a listing of various damage levels.
For an average sized human, these are all in groups of 3. Though the character
sheet does not name these wound levels, they are as follows: 1-3 for Graze,
4-6 for Light, 7-9 for Moderate, 10-12 for Heavy, 13-15 for Severe, and
16+ for Destroyed. Destroyed is otherwise known as "Maimed" for extremities
or "Mortal" for Head, Chest, and Abdomen.
When damage is written in
the wound and stun tallies, also mark one the circle in the box in the
column corresponding to the amount of wound damage received from the attack
and the row corresponding to the hit location. Graze and light wounds have
multiple circles in that box; in this case, mark the leftmost unmarked
circle. Mark the circle with an X.
If the all circles in the
box in question are marked, mark the next available circle to the RIGHT
of the normal one, but mark it with a slash (/)instead of an X. This represents
accumulation of wounds. Wounds marked with either a slash or an x are treated
the same for the purposes of combat effects, but are different for the
purposes of wound treatment and healing.
The wound table on the character
sheet is reproduced below. The chart shown is for a normal sized human:
Table 3.5: Wound Level
Record Chart:
Area: Mortal Table 3.6: Typical Wound
Levels For Mass 6 (Size Mod 0) Humans:
Damage: Wound Level:
1-3 Graze
2-6 Light
7-9 Medium
10-12 Heavy
13-15 Severe
16-18 Maimed (if non-vital
area)
16+ Mortal (if vital area)
3.6.4 Shock Damage:
In addition to the effects
of specific wounds on the body, the player must keep track of shock
damage. Shock is a generalized term encompassing life threatening
damage throughout the body; it also represents short term effects of pain
and damage on the body.
Whenever a character takes
damage, in addition to allocating a wound, the damage must be recorded
in the shock damage boxes. In addition to the effects of wounds, there
are some other effects such as bleeding (see 3.6.7), illness, and other
effects that attack the body as a whole that cause general (shock) damage
and not specific wounds.
Characters have shock and
stun damage tracks recorded for them. Similar to the effects of wounds,
a character who has a certain level of general damage must make task rolls
or suffer adverse effects.
3.6.5 Effects of wounds: Trait Penalties
In Starfarer, damage to the
body can have immediate debilitating effects. How severe the effects depends
partially on how severe the wound is.
The first effect of any wound
is that the character suffers a trait penalty to any task they attempt
using that body part. For example, injuries to one's arm affects any to-hit
tasks involving that arm; wounds to legs impair movement, etc. Wounds to
the chest and abdomen affect all tasks at ½ level (round
up) due to the shock and pain involved. Wounds to the head affect all tasks
at full level.
The trait penalty is listed
at the bottom of the wound chart in the row labeled "modifier." Any task
attempted using the affected limb, subtract the shown number from EACH
trait the character has relevant to the task.
Similarly, if a character
has enough accumulated points of shock damage, there may be an adverse
effect. If the character takes at least 2 times their basic shock potential,
they suffer the same modifier as listed under the appropriate column on
the character sheet. For example, if your character has suffered 3x the
basic shock, the character suffers a -2 penalty. This applies to traits
for all actions.
3.6.6 Effects of Wounds and Shock
If a character takes a wound
of medium level or higher, the player must make a disability check every
round in order to use the affected body part that round.
If a character takes a wound
of heavy (in a vital area) or severe (in a non-vital area), the character
must succeed in a shock check or lapse into unconsciousness.
If a character takes mortal
level wound (NOT maimed), the character must make a survival check every
round or die.
In addition to the effects
of wounds, a character must make a shock check whenever:
Disability check:
To use an injured extremity
(Endurance, Willpower) x
5
Modifiers:
Subtract the wound level
modifier from the EF (not from the traits.)
Success allows the character
to use the extremity for tasks using the affected body part, subtracting
the modifier from the character's traits.
GM: Only required if the
character has a level 3+ (medium or worse) wound.
Shock Check:
To remain conscious:
(Endurance, Willpower) x
8
Modifiers:
Modify EF by the wound level
penalty or shock level penalty.
If the character fails, LOF
is the number of rounds for which the character loses consciousness. After
this time, the character may make another check to regain consciousness.
If this second check fails, roll LOF in d10 to determine the amount of
rounds until any further checks are made.
Any LOF over 3 results in
an additional wound in the same body area at the next higher level. This
wound is marked as a slash (/).
GM: This check is required
if:
To avoid death when mortally
injured or when in the "x6" bracket for accumulated shock damage.
(Endurance, Essence) x 8
Modifiers:
-1 to trait levels for each
round past the first with the wound untreated.
GM: This check automatically
fails if the character has taken over 2 times the basic "mortal" level
of damage.
3.6.7 Bleeding
If a character takes a wound
that has a negative modifier associated with it, they are considered to
be bleeding. The amount of the negative modifier is how many additional
shock the character takes every round.
A character can attempt to
slow or stop the bleeding; see the section on treating wounds. There is
also a small chance that bleeding will stop of its own accord:
To stop bleeding without
treatment:
(Endurance) x5
Modifiers: -1 EF per point
of bleeding in area.
Success automatically stops
one point of bleeding.
LOS: Each LOS stops an additional
point of bleeding.
DM: Only check once every
number of rounds equal to the rate of bleeding. Check individually for
each area wounded.
As an optional rule, blunt
instruments are less likely to cause severe bleeding. Divide bleeding rate
from blunt instruments by 2 (round up).
3.6.8 Specific Injuries
The above rules are a general
system to handle injuries during a heated combat. After the combat is resolved,
surviving characters may make use of the specific injury charts in the
appendix to determine the exact nature of the involved injuries.
3.7 Using karma
Wounds:
Graze
Light
Medium
Heavy
Severe
Maim/
Head
OOO
OO
O
O
O
O
Chest
OOO
OO
O
O
O
O
Abdomen
OOO
OO
O
O
O
O
Left Arm
OOO
OO
O
O
O
O
Right Arm
OOO
OO
O
O
O
O
Left Leg
OOO
OO
O
O
O
O
Right Leg
OOO
OO
O
O
O
O
0
-1
-2
-3
-4
-5
The task profiles required for
these checks are as follows:
Survival Check: