Resolving Attacks

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Initiative Actions Resolving Attacks Health and Dying Cover

Some action resolution needs greater detail, to avoid confusion or clarify what happens when someone’s shields drop, etc.

Damage Complications

Shields Down: When an attack hits shields, and does more damage than the shields have points left, the remaining damage carries over to armor and health. The leftover damage is not re-calculated in the case of attacks that do more damage to shields, such as Disruptor ammunition. While this may lead to some slight inaccuracy, it helps speed combat up.

Did it hit me?: If an attack requires a physical object to actually touch a character’s body, that attack has to hit an unshielded target or knock the shields down. If the attack has to strike flesh (such as a poison dart) then it must deal at least one point of Health damage.

Good shot!: When an attack hits, if it’s especially accurate it may do more damage. For every 5 points above the target’s defense on the attack roll, 2 more damage is dealt. For instance: If an enemy has a 17 defense, then a 17 or better is a hit. If the roll is 22 or more, the attack does 2 more points of damage. At 27 or more, it does 4 more points of damage, and so on.

Special Actions

Autofire: Autofire is treated essentially as a special weapon mode. Any weapon capable of Autofire will have second entry in the weapon chart detailing how much damage it does on full auto, how much faster it uses up ammunition, etc.

Aiming: Because modern weapons have smart-link systems that take data from the sensors in the character’s omni-tool or armor, regular aiming doesn’t provide much of a bonus. A character can get the benefit of lining up a shot very quickly, so that bonus is already built into the character’s base accuracy values.
  • Adding a custom scope to a weapon, or upgrading its smart-link systems can make it worth taking some time out to aim. Aiming is a Full Round Action, giving its bonus to the character’s shot on his next turn.
  • The bonus for aiming is determined by the scope or smartlink upgrade, generally giving the character a bonus to both Accuracy and Damage.

Concealment: Some battlefield conditions such as smoke, light vegetation, etc. provide Concealment, rather than cover. Concealment simply applies an Accuracy penalty to the shooter, as determined by the GM. A normal concealment penalty to a shot is -2 or -3.

Movement: Moving requires that the character use his minor action. Each move allows the character to move ‘1 space’, which is roughly 6 meters. This movement is assumed to be tactical and careful, thus, as long as the character moves from cover to cover, he doesn’t lose his defense bonus. The movement takes place during a lull in enemy fire as they are reloading, or being suppressed, etc.
  • Knockback from biotic powers and explosions is also given in spaces, to simplify distances. If a character gets knocked back 3 spaces, it’s going to take 3 minor actions worth of running to get back where he was.
  • Characters don’t get extra movement from running all out without using a special ability from a high Athletics skill. As trained commandos, it is assumed that using a minor action to move is a quick running crouch.
Going Prone: Hitting the turf is not a bad way to avoid enemy fire, as it makes the character much less of a target. The character gets a +3 to defenses from any attack outside Short Range, almost as much as getting behind cover. While this can help a character out anywhere on the battlefield, there are a couple of drawbacks.
  • Getting up off the ground uses a minor action. Dropping prone is a free action.
  • Crawling on the ground is much slower than running. Moving 1 space while prone is a Full Round action.
  • Getting attacked in melee while on the ground puts the downed character at a disadvantage. Prone characters get only their base attribute to defense against melee attacks while prone, losing any class bonuses to defense.

Resolving Attacks

At the Heart of the Abyss Drascus