Thursday, June 27, 2019

Robomeck RPG: Personal Combat

Robomeck RPG Index


Time
A Turn equals about 10 minutes.  A Round (rd) is an exchange of combat attacks.  An Encounter is a complete combat encounter, which is considered ended when there is 1 turn of rest following it.  A Turn or an Encounter may be considered equivalent for time purposes. 

Sequence of Personal Combat

Surprise
One side catches the other by Surprise.  This may require a successful Stealth roll (see the Skills Section) or a failed Detection roll to execute, or the situation itself may automatically grant Surprise.  The attackers may act without a counterattack from the other side.  Figure out the initiative order before the attack anyway.

Initiative
First, anyone with a +3 or +4 in Dex bonus will act first in every rd.  (In HTH combat, those with the HTH Trained skill will go first over untrained.)  If there are multiple high-speed combatants, have a roll off with a d20 and rank them in order.  No ties. 

Next, the rest of the combatants roll a d20.  Similar combatants may share the same roll as a logical grouping.  Have a roll off between any ties.  The combatants will then be ranked from high roll to lowest and attack, in order, each rd. 

Attack Rolls
Roll 1d20 + BAB + Str or Dex bonus against the opponent’s AC.  If it is equal or more, it’s a hit.
Melee: add BAB attack bonus + Str bonus.
Ranged: add BAB attack bonus + Dex bonus.  This includes thrown weapons. 
Unlike other D20 games, Natural 1’s and 20’s are not automatic misses and hits.
● Personal Armor Class (AC): 10 + Dex bonus + ½ level + any worn armor bonus

Damage
Roll for damage according to the weapon type.  For melee (hand-to-hand) weapons, add the attacker’s Str bonus to the damage.  Subtract the damage from the opponent’s HP total.  At 0 HP, a combatant is dead, but see the Recovery section. 

FP and XP
Characters and important NPC’s who have FP may choose to use them here to negate any damage taken from the attack.  Characters out of FP might use their XP, but there will be Ref-decided consequences for doing so.  See the FP and XP section for usage.


Additional Personal Combat Rules

Combat Ranges
L-Long: Barely in visual range with binoculars or sniper scope, in range of L range weapons
M-Medium: In identifiable visual range, in range of M range weapons
S-Short: Engaged in close firearm combat
C-Close: Engaged in hand-to-hand combat

Disadvantaged
Combatants who are knocked down have to give up their action for the rd to stand up. 
Disarmed combatants require 1 rd to re-arm themselves. 
Blinded combatants cannot make directed attacks.  Any initial attack against them will be from Surprise and detection of Stealth always fails. Deafened combatants may attack as normal, but will be unable to detect anyone sneaking up behind them.
A stunned combatant cannot take any action in that condition, except to defend themselves. 
A Coup de Grace is an attack on an immobile opponent at Close range.  No attack or damage roll is needed.  It is assumed to be an automatic, lethal shot to the head or a throat-cutting.  Characters and important NPC’s are allowed a DC 18 Fort Sv.  If successful (or if FP or XP are used to make the Save successful), the victim is still alive (at 0 hp), but left for dead.  They are unconscious and will recover to 1 hp in 1 hour.      


Non-Lethal Melee
For a typical bar or fist fight, perhaps even including some blunt weapons, after the loss of half of a combatant’s hp, they must make a DC 12 Will Save each rd to keep fighting.  If firearms or edged weapons are used or displayed, this doesn’t apply.  If the intent of the attack is to take captives, they will likely have to be knocked out or shown lethal or overwhelming force before surrendering. 

Knockout (KO)
Those with the HTH Trained skill can potentially knockout an opponent with their fists with at least an 18 (roll plus modifiers) on a successful melee attack roll.  With a blunt weapon, it can occur with any max damage hit also.  A DC 18 Fort Save is required for the opponent to stay standing or they are knocked out for 1 turn. 

For an untrained attacker under the same conditions, they must roll a Natural 18 and hit for a possible KO.  A DC 12 Fort Save is required for the opponent.  Blunt weapon attacks are the same.

Unaware opponents not engaged in combat can possibly be knocked out with a Surprise Attack.  This would require a Stealth Check and a successful attack with a blunt object.  For the Stealth Check figure DC 12 for someone completely unaware, DC 18 for someone generally alert.  With a successful attack, the victim must make a DC 12 Fort save to remain conscious, otherwise they are out for 1 turn.  Such an attack can be tried on an opponent once per encounter.  If the Stealth check is failed, then it is just a normal attack.  

Assume that a combatant who is bound or otherwise restrained can be knocked out at will.  Anyone wearing a helmet is immune to being knocked out in melee.

Grapple
The attacker must make a successful melee attack roll and a Str check to pin their opponent.  A grappler will always go last in the initiative order.  The Str check is DC 12 + defender’s Str.  Failing either means the attack has totally failed.  If other attackers, who delayed their action in the rd, are assisting (up to three more), add their Str scores to the Str check. 

The grappled opponent has to make a successful Str check to throw off the grappler(s).  The DC rating is DC 12 + the attackers’ Str.  Those with the Escape Artist skill need to make a check with the same DC to get free.  (Whichever chance is better.)  A defender who is unable to get free is pinned, where they can be bound or even knocked out (or negotiated with under duress). 

It should be noted that everyone involved in the grapple is functionally immobile and are vulnerable to Called Shots from a distance or even Coup de Grace or Point Blank shots.    

Withdrawal
If orderly, the retreating cannot attack, but their opponent gains no advantage.  If routed, the retreating gives up their attack and their opponent will instead get an extra attack on them.  This also applies if someone disengages from an opponent they are fighting in melee/close combat.

Stunt Attack  
An attacker engaged in melee can announce a Stunt attack before rolling.  They are giving up any potential damage to instead cause an effect on their opponent.  This can include knocking them down, disarming them (HTH weapons only), grabbing an item away from them, and anything else physical.  The attacker rolls an attack roll (BAB) modified by the ability that applies (Str to knock down and Dex to grab or disarm for example) against defender’s AC.  If the attack is successful, the attacker can narrate the result. 

An attacker can also attempt a psychological attack to stun an opponent.  The Player or Ref will actually have to say something, say they’re showing a picture, or perform a gesture or something.  This would be an Appeal roll, as detailed in the Social Interaction section.  This would be a DC 12 or 18 (or something in-between) Appeal.  The DC is set by mutual agreement as to how good the “burn” or “Truth bomb” was.  It can also be laughed off as lame and waved off without a roll.

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