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.

ActionsExact effectTime Required
Heal/RepairUse skill and/or kitFull Turn
RunMove 2x(AGL) metersFull Turn
WalkMove (AGL) metersHalf Turn
Ready WeaponLoad, reload, prepare weaponHalf Turn
Body AttackMake a physical attackHalf Turn
Fire WeaponMake a ranged weapon attackHalf Turn
Activate DeviceActivate one charged deviceInstant (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

RangeRoll 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

AttackerModifier
stationary+1 to die roll
walking-0 to die roll
running/sprinting-1 to die roll
flying-2 to die roll
TargetModifiers
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 coveredno 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

LevelDamage (% of Status)Effects
Perfect100%no effect
Weakening75% or less-2 to all body values
Suffering50% or less-4 to all body values, -2 to all mind values
Critical25% or less-4 to all values
Non-Responsive0%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.