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On the Edge: Alpha Centauri

Combat Guide

a part of “On the Edge: Alpha Centauri”, a fictional universe by Hedgehawk.

The Sol system is running dry. If humanity is to survive, they must push the boundary further than they ever have before.

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This conversation is an Out Of Character (OOC) part of the roleplay, “On the Edge: Alpha Centauri”.
Discussions pertaining to roleplay on RPG.

Combat Guide

Tips: 0.00 INK Postby Hedgehawk on Mon Jul 01, 2019 5:26 pm

This is guide is designed to be the rulebook that is king during combat engagements. There is no need to remember it all. So don't panic :)

Who Goes First?
Combat is split into turns, with the turn order being decided by the Initiative of each character in battle. The higher the characters initiative the higher up the turn order they are. But what if several PCs and NPCs share the same number. What happens then?

At this point the turn order is decided by the weapon that is currently equipped at the start of the battle. In most battles this will be the primary weapon that the characters use. This is the weapons list that dictates weapon order. The highest number goes first when in comparison to weapons lower down:

1st - Pistols
2nd - Light Melee
3rd - SubMachine Guns
4th - Shotguns
5th - Assault Rifles
6th - Heavy Melee
7th - Marksman Rifles
8th - Heavy Weapons

So what happens if two characters share the same initiative and the same weapon type? At this point both characters take their turns in tandem.

Example
Mr and Mrs Grey are fighting Mr and Mrs White. Mr Grey has initiative 3, While Mrs Grey has initiative 4. Mr White has int 4 while Mrs White has int 5.

In this example Mrs White goes first on her own. Mrs Grey and Mr White both have initiative 4. However, Mrs Grey has a pistol compared to Mr White's shotgun. So Mrs Grey goes first followed by Mr White. Mr Grey has the lowest initiative and always goes last.


What does the Battlefield look like?
The battlefield is split into 6 rows, rows 1 through 6. In a standard battle, Allies would occupy rows 1,2 and 3. Enemies occupy tows 4, 5 and 6. Each row is designed to represent a combat distance in the battle: 1 and 6 form long range lanes, 2 and 5 are mid range lanes and 3 and 4 form the close range lanes.

It is important to note that this description is only valid for the beginning of a battle, as through each turn characters can move. i.e and allied shotgun trooper can move from row 3 to row 4 in their first turn.

How is terrain modelled?
Terrain applies to either certain rows, or the whole battlefield. For example, a rainstorm may reduce accuracy for the entire field. However an entrenched enemy may have defensive barricades only installed on their own side of the battlefield.

What does a turn look like?
A typical turn consists of the following:

Movement Phase
At the start of their turn, a character can move a single lane forwards or backwards. This doesn't take into account any skills that may override this default.
Equipment Phase
An optional phase where characters can use any items or certain abilities.
Combat Phase
The final phase where the character can engage enemy combatants (More details below)

Weapon Range and accuracy
If you check out the weapons page you will that there are a 6 numbers next to damage and accuracy. These numbers dictate the damage and accuracy and various ranges. From left to right the numbers describe the distance between the character and their target. The leftmost number describes the distance at its most distant (shooting from lane 1 to lane 6) and the rightmost shooting from the same lane.

Chance to Hit Vs Dodge Chance
Chance to hit is not reliant on any character stat. Instead it is determined by weapon accuracy and modified skills and terrain. Chance to Hit cannot go beyond 100 with modifiers applied. For each attack, a d100 is rolled against the chance to hit. If the roll is higher than the chance to hit, then the attack hits.

A second roll is done by the enemy comparing their dodge chance against a d100. If the number is lower than the dodge chance then the hit is avoided. Failing the roll means the attack hits. It is worth noting that dodging does not apply to attacks 1 or 0 lanes away, unless the enemy has a skill that allows them to.

Ranged Attack Types
Depending on the weapon there are thee different attack types: Single Shot, Burst Fire and Fully Automatic. The numbers for accuracy and damage are listed for single shots only unless otherwise stated.

Burst Fire & Full Auto
Burst fire reduces damage by 50% and accuracy by 30%. Each shot counts a single roll of a d100 and normal hit and dodge rules apply.

Tip jar: the author of this post has received 0.00 INK in return for their work.

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Hedgehawk
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