Combat Basics
Combat Basics
Combat Engagement
- At the start of combat, all participating parties are split into three categories: ENGAGING, ENGAGED, and NPCs/FRIENDLIES.
- The ENGAGING party always goes before the ENGAGED party.
- NPCs/FRIENDLIES are always last in the turn order.
- The status of each party is determined by the associating conditions of the scene.
- Typically, the party that first opens fire is considered the ENGAGING party.
- If both parties are on an equal footing, an admin or player will flip a coin to determine which party is considered the ENGAGING party.
Attacking in Combat
- When attacking, players will roll a D20 die.
- A 10 or ABOVE is considered successful.
- Anything BELOW 10 is considered a failure.
- If a player rolls a CRITICAL SUCCESS (20), they will deal the maximum possible damage plus an additional damage die.
- Example: A weapon with a damage roll of 1D8 will now roll 2D8 and deal 16HP worth of damage.
- If a player rolls a CRITICAL FAILURE (1), their character will suffer a large amount of damage and a potentially embarrassing failure.
- Such failures include a weapon jamming or being put in mortal jeopardy due to an obvious oversight.
- Combat continues until one party is left standing (through death, surrender, etc.) or has successfully managed to flee from the encounter.
Actions in Combat
- Action Points (AP) are universally used towards character actions in combat, such as firing a gun, bandaging a wound, or using an ability.
- Characters begin combat with a base of 6AP.
- Characters are able to store an additional 2AP at the end of each turn, for a maximum of 8AP.
- Character movement is tracked separately from other actions and does not utilize AP.
- Characters may move 6 tiles during their turn, measured using the game's furniture movement tool.
- The SPRINT ability doubles the amount of tiles a character may move during their turn, for a maximum of 12 tiles.
- Once the SPRINT ability has been used, it enters a cooldown period of 2 turns.
- Characters may only perform as many actions in a single turn as their AP allows.
Mechanical Combat
- Mechanical Combat is combat that utilizes the existing combat mechanics in the game.
- Some events will feature mechanical combat against infected.
- If issues occur with infected popping in and out of existence, teleporting around, etc., stationary infected sprites will be used instead with the turn-based combat system.
- Players may use mechanical combat during PvP if all parties mutually agree.
- While engaging in PvP with mechanical combat, turn-based combat rules do not apply, nor do character and weapon abilities.
- Revives will not be given for deaths resulting from PvP with mechanical combat unless a rule infraction occured.
<< vi. Combat System
b. Cover System >>
Last Updated: June 10, 2024