Combat is broken down into Combat Rounds, each containing a Combat Turn for each character. If necessary, combat may be drawn out on a grid with each square representing 1 square meter.
The character with the highest agility has the option of choosing turn order. In other words, the character with the highest AGL may act first, or may choose to act later in the round.
Damage is resolved as attacks are successfully made and the guide applies the modified values immediately.
There are two forms of combat; close and ranged. Close combat is any hand-to-hand combat, melee fight, or physical brawling. Ranged combat is made with weapons that are loaded, aimed and fired.
Combat Actions
Characters perform actions during combat. Actions consist of moving, reading a weapons, firing a weapon, making a physical attack, or other similar actions.
| Actions | Exact effect | Time Required |
|---|---|---|
| Heal/Repair | Use skill and/or kit | Full Turn |
| Run | Move 2x(AGL) meters | Full Turn |
| Walk | Move (AGL) meters | Half Turn |
| Ready Weapon | Load, reload, prepare weapon | Half Turn |
| Body Attack | Make a physical attack | Half Turn |
| Fire Weapon | Make a ranged weapon attack | Half Turn |
| Activate Device | Activate one charged device | Instant (Takes effect on next turn) |
Move (Walk, Run, Sprint)
Basic repositioning of one’s self. Turning or changing direction counts as one meter per 90 degrees. Changing personal elevation also counts as one meter for the purposes of the game. Personal elevation refers to the four basic body positions; standing, kneeling, sitting and laying. (Moving from standing to kneeling counts as one meter. Moving from standing to sitting counts as two meters, moving from standing to laying counts as three meters, etc.)
Ready Weapons
Any weapon that takes more than a simple charge to prepare requires a Ready Weapon action. This includes loading, reloading, or unjaming projectile weapons. This also refers to any weapon that needs to be installed or unpacked. Metalface characters are able to install and unpack weapons and devices quickly with the biotech skills of level 3 of higher.
Body Attacks
Body attacks are made with a character’s body or may be augmented with “melee” weapons. Body attacks can only be made within a 1m radius. Certain melee weapons or other devices may extend this range. To make a body attack the attacker must roll STR and add any weapons or modifiers. The defender must also roll to defend. Dodging is done in the same way, but uses the AGL value.
Attacker and defender must roll AGL and add modifiers. If attacker value is higher, attacker deals damage equal to (STR + modifiers) - defenders (END + modifiers).
Ranged Weapon Attacks
Ranged weapon attacks are made by using carried or installed beam, clip or projectile weapons. Most weapons must be charged with energy before being fired. Other weapons must be loaded or readied. A weapon may not be fired at a target closer than 1m.
Targeting
Even the best shot occasionally misses. When firing a ranged weapon, the firing player makes a ‘Targeting roll.’ Targeting rolls are PER rolls with targeting modifiers. Modifiers include movement of target or player, firing range and any obstacles.
Targeting Roll
| Range | Roll Modifier |
|---|---|
| Short (PER x 10) | +1 to die roll |
| Medium (PER x 100) | -0 to die roll |
| Long (PER x 200) | -1 to die roll |
| Out of Range | -2 to die roll |
Targeting Modifiers
| Attacker | Modifier |
|---|---|
| stationary | +1 to die roll |
| walking | -0 to die roll |
| running/sprinting | -1 to die roll |
| flying | -2 to die roll |
| Target | Modifiers |
|---|---|
| stationary | +1 to die roll |
| walking | -0 to die roll |
| running/sprinting | -1 to die roll |
| flying | -2 to die roll |
| partially covered | -(1d) to die roll |
| fully covered | no damage |
Damage
When a character take damage equal to or higher than their max Status, that character goes down. "Down" means the character is unable to make actions of any kind including mental or energy transfer actions until they are repaired to at least 25% of their max Status.
Status Levels and Effects
Status levels are based on a percentage of available status points. As damage is taken, status points are reduced and status levels are updated.
When a character takes too much damage, Status level drops and they begin to lose their capacity to perform actions. This is reflected by temporarily applying a modifier to values.
Status Levels
| Level | Damage (% of Status) | Effects |
|---|---|---|
| Perfect | 100% | no effect |
| Weakening | 75% or less | -2 to all body values |
| Suffering | 50% or less | -4 to all body values, -2 to all mind values |
| Critical | 25% or less | -4 to all values |
| Non-Responsive | 0% | unable to move or communicate in any way |
Repairing / Healing
Status for metalface can be repaired by Tekkers or by any character with the robotics or healing skill and a Repair Kit.
Status for humans can only be restored by a character with the medic or healing skill and a MediKit.
Restore three (3) point of Status for each skill level per minute that the skill is applied with a kit. Restore one (1) point for each skill level per five minutes without a kit.
Tekker can restore ten (10) points of Status for each skill level per minute.