Some of these are a work in progress, others are a final product. These cover almost all situations, in and about combat - the place where rules are the most important. I really, really need to fully read the magic/psychic sections of the book again though, as my grasp on them is remedial at best. But regular, "I'ma shoot you good!" combat is more than covered here.
Starting at the top.
THE BASICS
Initiative.
- Rolling initiative is usually the first thing you do in combat. It determines how fast you're reacting - this matters for a number of reasons, like shooting first. Initiative is a bonus stat derived from X different sources. Most people do not have an initiative bonus.
- Initiative is a straight-up comparison with another persons' score; roll 1d20 and add any relevant bonuses or penalties and give the total to your GM. This is your initiative for the round. There are very few select abilities that can modify your initiative once it has been rolled. If you share an initiative score with someone else, then you will act at the exact same time as them - performing a simultaineous action/attack.
- This is important to note because the old rule of how a simo-attack worked is no longer in effect. You cannot call a simultaineous attack anymore; it only happens (automatically) when you are on the same initiative as someone else.
- There are ways to modify your initiative; Holding your action can cause you to move down in the initiative ranks.* The quickdraw skill can immediately affect your score, as can being knocked down/tackled or otherwise affected by a combat manuever that reduces your initiative to 1.
*more on this in a bit.
Attacks Per Melee.
- This is now very important as this goes hand-in-hand with initiative. Everyone has a set number of attacks per round that rarely changes. This means that we can divide your attacks/actions up with a combat round evenly sinse both have a known total that doesn't change (often). A melee round is 15 seconds; personally I like counting down from 15. Why does this matter? Well now your attacks fall on certain seconds, though all attacks start at 15 (or 1 if you prefer to count up).
- This means that someone with 4 actions per melee will begin the melee round with an action on 15, then another on 11, the next on 7, and the last action on 3. Sinse you can rely on this like the CS always being there, write it down on your character sheet.
Now when someone else is fighting you, you can easily see when and were they are acting. For instance, that person above is fight a Boxer who is going on seconds 15, 12, 9, 6, and 3. At the start of the round you and your opponent roll initiative, and both get 20 (total). This means that the first action that round will be simultaineous for you. Then the Boxer will get an attack on you at second 12, then you get one on him at second 11, and so on until you both act simultaineously again on second 3. - If you had an initiative score of 21, then the attacks would not be simultaineous. If you used your quickdraw skill on your action during second 3 of the round, you could also bump your initiative for that action as well.
- If you have multiple ways of modifying your actions per melee, then note each one with a different count. For instance, say you have Robot Combat: Basic - this skill gives you one additional attack. That means that you would note that while in a suit of PA or robot your attacks come on 15, 12, 9, 6, and 3 instead of the previous total. Do this for as many different attack totals as you have. I often make characters that might have 3-4 different attack progressions! This is as simple as "normal - 15, 11, 7, 3"; "Sharp-Shooting or RC:B - 15, 12, 9, 6, 3"; "Sharp-Shooting + RC:B - 15, 12, 9, 7, 4, 1".
Attacking and Defending.
- Attacking works like this; roll 1d20 plus any relevant bonuses and penalties to strike your target. If you hit, then your opponent can choose to defend.
- Defending works like this; roll 1d20 plus any relevant bonuses and penalties against your opponents' roll to strike. This defensive roll must be equal to or greater than your opponents total to successfully defend; additionally you must choose to employ one of three defensive manuevers, of which only two are normally available - dodge and parry. Dodging costs your next action, unless you have auto-dodge - in which case it does not cost an action. Parry costs your next action, unless you have a combat skill (this now includes having only boxing, wrestling, or fensing, and is not limited to having atleast HtH basic or better). If you have a combat skill, then parrying does not cost an action.
- The third defensive option is a block-sacrifice, though I have completely reworked this ability. You can only use this skill with a suit of PA (not a robot!), or if you have a shield or suitibly large shield-like object. This is a purely reactionary ability; you must make an initiative check against the attackers' roll to strike. You can add any bonuses to parry from the shield skill, but only those specific parry bonuses apply. This is a fairly desperate manuever; all damage dealt is strictly to the arms of the armour you are wearing, unless it was an area-effect attack. Even with an area-effect attack, the head of the suit takes no damage. If you are using a shield, apply all damage to the shield first, with any excess damage then going to the arms. If the shield is suitibly large enough, this may count against area-effect attacks as well (thus protecting other extremeties and the main body in addition to the arms).
- Finally, the defender may Roll with the attack after determining a successful defence. This is done by rolling 1d20 plus any relevant bonuses and penalties. This always costs one action to perform.
- In the event of a simultaineous attack, neither side may defend (unless otherwise specified by an ability or skill such as paired weapons), but both sides may roll with the attack.
This covers the basics of combat. Now we'll get into the modifiers of combat.
ADVANCED COMBAT
Here we'll go into ranged modifiers, movement, and general modifiers, special attacks, as well as cover.
Movement
Everyone has a speed stat; this determines how fast you are moving at. This also determines what basic number is needed to hit you.
For instance, a person standing still but aware of an attack requires a roll to strike of 8 in order to be hit.
Unfortunately the speed stat is a very poor marker for walking, running, and sprinting, as well as vehicular movement. Basically the average human moves at about 30 yards per 5 seconds with a walking pace, or 90 yards per combat round at a walking pace. This is inline with a human's average speed score of 10; you can say that you are moving at 1 yard per point of speed while at a walking pace. This does not translate well to people such as Juicers, who usually have a speed stat of around 60. This would mean that they are walking at a pace most people have trouble sprinting at.
So I've changed it.
- Walking is now moving at a rate of 30 yards per combat round (15 seconds). This confers no bonuses or penalties to melee combat, but does offer a -1 to make aimed/called shots with ranged weapons. This does not increase the roll needed to strike you; it is still 8.
- Running is now moving at a rate of 30 yards plus your speed in yards per combat round. This includes any number up to your maximum speed stat, though players moving at 30+1 yards should be unfairly picked on for otherwise abusing the system Characters with an exceptional rate of movement, such as people with super-powers (like extrodinary speed) have a run speed equal to 1/2 their maximum speed from the power.
- This means that a character with the extrodinary speed power moves at 30 yards+100mph at a run. Running confers a +1 to melee-strike a target that is either still, or moving at a rate no greater than 1/2 your current running speed. Running increases the roll needed to strike you to 11. Note that this is only in relation to the attackers' own speed. For instance, if you are moving at the same rate as your target, he is still only 8 to strike. Running offers a -1 to all ranged-strike rolls, and does not allow for aimed/called shots to be made.
- Sprinting is now moving at a rate of 30 yards plus 2x your speed stat (in yards) over 1 combat round. For characters with a speed in mph, this means moving at a rate of 30 yards+X mph. Sprinting confers a +2 to melee-strike against a target that is still, or moving at a rate no greater than 1/2 your current sprinting speed. Sprinting increases the roll needed to strike you to 11. Note that this is only in relation to the attackers' own speed. Sprinting offers a -3 to all ranged-strike rolls, and does not allow for aimed/called shots to be made.
- Additionally, Sprinting and Running offer an additional +1 increase per 40mph to the roll needed to strike you. This is above and beyond the basic 11 just for sprinting/running. This caps at +10, or 400mph. Again, this is all relative to the strikers' own speed. Also note that vehicular movement is synonymous with the terms walking, running, and sprinting. a vehicle can crawl along at 30 yards per combat round, or gear it up to 1/2 their mph for a "run", and finally "sprint" at their maximum mph.
Here is the overview.
- Walking = 30 yards per combat round. no bonuses, -1 ranged-strike on aimed/called shots. 8 to hit.
- Running = 30 + speed in yards per combat round (or 1/2 your mph speed). +1 melee-strike, -1 ranged-strike, cannot make aimed/called ranged-strikes. 11 to hit, +1 per 40mph (max +10).
- Sprinting = 30 + (2x speed) in yards per combat round (or your full mph speed). +2 melee-strike, -3 ranged-strike, cannot make aimed/called ranged-strikes. 11 to hit, +1 per 40mph (max +10).
The final note on movement.
Movement is fluid and never takes an action to perform; it is a passive modifier to combat in-motion. While some movement is complex (like climbing a rope), the act of moving itself will never result in the loss of action. In the bracketed example, the act of climbing a rope (skill-use) is what results in a possible loss of action.
Shooting Modifiers
This is to govern and put numbers on all the little things that the book didn't. It is a tool used to speed up combat, and to make things abit less arbitrary or on-the-fly. This is a good approximation for people looking to accrue situational modifiers without going, "hmmm well he's in cover, in darkness, with 1000 feet between you and him so -50 to strike. But the moment you try and do the same thing, it's only worth -1. This is a fairness-tool GMs; offer the players equal benefit and they will always feel like giving more to the game.
Range.
- Short Range is the first quarter of your weapons' listed range. For a standard laser rifle that is 500 feet.
- Medium Range is the second quarter of your weapons' listed range. This is 501-1000 feet for the standard laser rifle.
- Long Range is the third quarter of your weapons' listed range. This is 1001-1500 feet for the standard laser rifle.
- Extreme Range is the final quarter of your weapons' listed range. This is 1501-2000 feet for the standard laser rifle.
- Maximum Range is a full quarter of your weapons' listed standard range. For a SAMAS railgun that is 4001-5000 feet. Note that lasers, ion, and particle weapons do not have this additional maximum increment and instead have their extreme range as their maximum range as well.
to calculate range penalties, compare them to the following list.
- Lasers and Particle weapons:
- -0 Short; -0 Medium; -1 Long; -1 Extreme
- Ion and Plasma weapons:
- -0 Short; -1 Medium; -1 Long; -2 Extreme; -6 Maximum (plasma only)
- Railguns and Finely-Crafted firearms (sniper-rifles, etc...):
- -0 Short; -1 Medium; -2 Long; -3 Extreme; -9 Maximum
- Conventional Firearms
- -0 Short; -1 Medium; -2 Long; -4 Extreme; -12 Maximum
- Crude Firearms
- -1 Short; -2 Medium; -4 Long; -8 Extreme; -32 Maximum (Also known as getting lucky)
Cover
Comes in 2 types, with 4 degrees of each (I don't think splitting hairs on the extreme fractions is necessary)
Type 1: Soft Cover
Soft Cover is fully due to visibility. Any means of disregarding this sight-modifier means a shooter can hit a target as if soft cover wasn't there. It should be noted that Soft cover is relative; an MD laser considers 2-1/2 inches of SDC wood soft cover, where as a mini-missile might not.
- 1/4 Cover: -1 to ranged-strike the target.
- 1/2 Cover: -2 to ranged-strike the target.
- 3/4 Cover: -3 to ranged-strike the target.
- 7/8 Cover: -4 to ranged-strike the target.
Type 2: Hard Cover
Hard Cover will effectively stop incoming attacks made against the target before he could possibly take damage. It offers the same penalties to hit via ranged-weapons, but is definitely more effective against them when vision isn't a factor, or an area-effect attack would otherwise burn through soft cover.
- 1/4 Cover: -1 to ranged-strike the target.
- 1/2 Cover: -2 to ranged-strike the target.
- 3/4 Cover: -3 to ranged-strike the target.
- 7/8 Cover: -4 to ranged-strike the target.
It should be noted that things such as smoke can only provide either soft cover or blindness for a shooter. Soft cover from smoke is when the shooter can see a target covered by smoke. Blindess is when the shooter is covered in smoke and cannot see a target.
Note that a Blind shooter is still penalized by hard cover.
Situations and Gear
There are numerous situations that could modify your shot, such as shooting from a moving vehicle, and then there is gear that can modify the situations.
Situation
- Comfortable firing position (kneeling, laying down): +1 ranged-strike.
- Target is 10 feet tall or larger: +1 to ranged-strike for every 5 additional feet in height/width.
- Target is smaller than 3-1/2 feet tall: -1 to ranged-strike. Otherwise use targetting in relation to body-parts for additional penalties.
- Shooting from a moving vehicle: modifies the rate of move in relation to the target.
- Vehicle is travelling over bumpy or rough terrain: -2 ranged-strike.
Vehicle is travelling over exceptionally rough terrain: -4 ranged-strike. - Vehicle is manuevering or otherwise trying to dodge obstacles/attacks: -1 for each attempt made in a combat round (cumulative only for that round).
- Akward position (leaning half-way out a window, climbing): -1 ranged-strike.
Gear
- Scope: negates range penalties to ranged-strike.
- Thermo-graphic vision: negates soft-cover penalties to hit warm targets.
- Bipod: round up (instead of down) your ranged-strike total when using burst-fire. One aimed shot per round (with a rifle) only takes 1 action, or a called shot only takes 2 actions.
- Tripod/weapon mount: the first burst in a round is done at full bonuses. Otherwise has the same effect as a bipod.
- Nightvision: negate penalties for darkness due to lack of light.
- Mechanical cussioning: reduce the penalties for terrain conditions by 2.
- Locking Joints (cyborg/robot): negate the penalties for being in a dodging vehicle by up to 4 points.
Suprise
This is a type of situation that needs to be addressed. It is often gleaned by characters performing long-ranged attacks or ambushes. It should be noted that I have changed how suprise works.
First things first; determine if the target is suprised. This is often automatic, but might come into play in a situation where one group pulls guns on another unexpectantly.
Now that you have a suprised target - see just how suprised they are. Here's the change (and it's pretty nifty if I do say so myself). Roll 1d6 and add the target's initiative modifier to that number. Often it will be just a straight roll of the dice, but some characters such as Juicers and cyborgs (with ear-implants) will have a bonus to this roll. As do psychics with sixth sense. The number rolled is the earliest second that they can act in the suprise round!
To simplify, here is an example; You are suprised by a stealthy scout, so you roll 1d6. You get 10 after modifiers. At second 10 (counting down from 15) in the combat round is the earliest you can act. If your attacks scheme was 15, 12, 9, 6, and 3 - then you can perform an action normally on second 9 of that round.
Some characters will be able to roll at or above 15; in these cases they get all their actions, but they go as if their initiative score were 0 (they can act on the first action, but they are going last).
If you are unfortunate enough to roll under your lowest action (usually a 3), then you get no actions during the suprise round
This system of suprise may seem as if it is penalizing faster(more actions) characters, but in this pseudo-reality faster characters tend to have higher initiative scores, thus balancing out the problem.
That said, you can apply initiative penalties due to circumstances. Try not to get too crazy, as you don't want to just flat-out deny your players - you want it to seem like they have a chance to be cool and act all Neo, reacting in the time it takes to fire a gun!
Shooting, Aimed Shots, Called Shots
This section is pretty straight-forward; action type, what it does, and how long it takes. Most actions are combinable with other action-types.
- Shooting your ranged weapon - 1 action, base.
- Aiming - +1 action, in addition to shooting. Gain +2 ranged-strike for that attack.
- Called - +1 action, in addition to shooting. Hit a specific location.
- Advanced Aiming - +1 action, in addition to Aiming. Gain +1 ranged-strike for each action spent in addition to Aiming, up to +2 for two additional rounds.
It should be noted that many weapons in the book give a bonus to aimed shots; this has changed (for the most part). Most weapons that offer a bonus to aimed strikes is now a general bonus to firing the weapon. Laser pointers, and other similar equipment will always provide an immediate benefit. Only certain weapons that require the use of a scope or that says "using this weapon takes two actions" (like that NG sniper-rifle in Merc Ops). That kind of thing is only being used to indicate that using the weapon is almost always aimed shots, and that regular bonuses are not applied when firing with standard "1 action" shots.
All attacks that require more than one action happen on the last action to be used. That is, a Called, Aimed Shot will happen as soon as the character gets his third action.
Bursting
This has to be the most odd set of rulings that the book has offered. In the R:UE, as well as the previous additions, characters were penalized with a minus to strike for shooting more bullets/rail-rounds/lasers at a target. This never made an ounce of sense to me.
Instead, I have expanded the options of spamming bullets at a target.
- Concentrated Fire - The standard mode of bursting. You halve your bonus to strike in order to put the maximum hurt on a single target. Can make aimed and called shots with this fire-mode. Advanced Aiming cannot be applied.
- Spray - You fire in a wider pattern to better hit your target. You do half the normal burst-damage, but you retain your full bonus to strike. In addition to this, for every increment of 10 shots your weapon fires (beyond the first) you gain a +1 to this ranged-strike.
- Covering an area - You fire in a pattern as if to cover an area. Mark out an appropriately sized area (about 10ft x 10ft) and roll to strike against all targets within that area. You retain your full bonus to strike, with an additional +2 bonus to hit your targets. You can cover one 10ft x 10ft square per increment of 10 rounds. Alternatively you can cover the same square twice, gaining an additional +1 bonus to your ranged-strike.
- Any targets hit within that area take single-shot damage (with most railguns that's 1d4-1d6).
- If you have doubled up on an area, the targets in that area take double damage. (yes, you still get the additional +1 to ranged-strikes)
- Additional layering effects only add a cumulative bonus of +1 to strike, and do not modify the damage further.
- You may only hit as many targets as bullets fired! Thus a gun that only shoots bursts of 5 can only hit 5 targets!
**I have run out of time currently and will edit this post again for further information**