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System Information.

Posted by GMFor group 0
GM
GM, 7 posts
Thu 19 Apr 2018
at 19:03
  • msg #1

System Information

Combat Rounds and Actions

A combat round is three seconds long and split into five phases. A phase is the smallest division used in combat, and is equal to 0.6 seconds. Needless to say, not much can be accomplished in one round. As a result, combat is broken down meticulously into actions that will take one phase.


Actions

A character can take an action on any phase in which they are allowed to act, as dictated by their DEX stat. This is noted on the character sheet by the crosses in the PHASES boxes. There is, in theory, an unlimited number of actions a character can take, but for the most part these will be common combat actions and will be listed below. For those not listed, the GM will be required to gauge how long they will take based on the time a combat phase occupies and how long the task lasts. Unless it is relevant to the combat, non-combat actions like picking locks, hacking, or conversations are best left until afterward. Speech, should it be used in combat (say for shouting directions), is limited to a few syllables per phase.

• Draw weapon or other item - 1 phase (0 on a DEX -4 roll)
• Reload a magazine - 2 phase (1 on a DEX roll)
• Put away an item - 1 phase
• Change firing stance - 1 phase
• Change fire mode - 1 phase (0 on a DEX roll)
• Bring a weapon to bear - 1 phase
• Aim - 1 phase per aim
• Hit in melee - 1 phase
• Calculate an Ebb ability - 1 phase
• Inject a drug - 1 phase
• Prime a grenade - 1 phase
• Throw an object - 1 phase


Round Sequence

A round follows a sequence of order where certain actions will happen before others. Within the sequence, the order in which characters act is taken from their DEX, with the highest acting first.

• Ebb Abilities

Requiring only thought to activate, and often being calculated the phase before, Ebb abilities go before anything else in the phase.

• Movement

Movement happens before any other actions, and can be performed regardless of whether the character can act on that particular phase. The distance moved depends on the movement type of the character (walk, run, sprint), and their move stats.  Meaning that everyone at least gets to move in every phase.

• Defensive Actions

Defensive actions are declared, whether active, or passive. This includes diving for cover, ducking, and other actions which would be classed as changing stance.

• Ranged Combat

Ranged combat comes next, generally taking the form of shooting. This also includes actions relating to ranged combat, such as bringing to bear and changing fire modes. Ranged combat is covered in more detail below.

• Melee Combat

Melee combat includes unarmed combat. Anything that involves hitting something with something else. Melee is covered in more detail below.

• Other Actions

Anything else not covered in the sequence happens now.

• Book-keeping

Finally any bleeding damage or healing takes place.


Ranged Combat

Ranged combat is fast and deadly in SLA Industries, but the actual mechanics of combat can be complex and drawn out. However, a fairly standard set of actions need to be performed. Below is a step-by-step guide to firing.


Bringing to Bear

The majority of ranged attacks must start with the firer bringing to bear. This is the act of pointing your weapon at the target, and with a phase being only 0.6 seconds long will take one action. In certain circumstances a firer does not need to bring to bear, namely when suppressive firing and when in over watch. Suppressive fire covers an area, and so no specific target is being aimed at. Over watch is when a firer knows exactly where the target will appear and is already pointing their weapon at that place ready to take the shot, in which case bringing to bear can be done for free with a DEX -2 roll.


Aiming

Once a character has brought to bear they can spend an amount of time aiming. The standard aim is one phase, but a character can fire before that by taking a wild shot at a -3 penalty. At standard aim a character suffers no penalty, and for each phase above that the character gets +1 to hit. There are limits to how long a character can aim, depending on certain factors. Generally a character can aim for 4 phases to get a +3 bonus. An additional aim can be had if the character takes a firing stance, and yet another if they have a rest (for their weapon, not a nap). After this characters with the marksman skill can continue to aim for a number of phases equal to their marksman skill level.


Aim / Modifier / Phase / Notes

Wild Shot / -3 / 1
Aim 1 / 0 / 2
Aim 2 / +1 / 3
Aim 3 / +2 / 4
Aim 4 / +3 / 5 / Firing Stance
Aim 5 / +4 / 6 / Firing Stance & Rest
Aim 6 / +5 / 7 / As above & Marksmanship

In addition, and character can aim for a location if they so desire. Each location has a negative modifier to hit, and at least one aim must be taken to call a location.


Location / Modifier

Torso / 0
Head / -4
Arm / -3
Leg / -2


Modifiers

The firer will have modifiers to their attack roll depending on a number of things, as shown in the table below. Once all modifiers have been taken into account, the firer may add their skill and make their roll.


Cause / Modifier

Target walking / -1
Target running / -3
Target sprinting / -2
Target diving / -4
Target kneeling / -1
Target prone / -2
Firer running / -2
Wild shot / -3
Aim arm / -3
Aim leg / -2
Aim head / -4
Unskilled / -3
Darkness / -1 to 5
IR sights / -2 (no darkness)
UV sights / -3 from darkness modifiers
Wounded / -1 per wound
Pistol no stock / -1 med range and over
Cover / -1 to 3 (+ PV)
Small target / -2
3m+ size target / +2
natural weapon / +1
ROF 3 / +2
ROF 5 / +3
ROF 10 / +4
Shotgun / +2
Laser sight / +1 up to med range
Scope / +1 med range or over
Bipod / +1 med range or over
Close combat / -3, -5 with rifle
Point blank (<5m) / +5
Medium range / -2 (opt x 4)
Long range / -4 (opt x 8)
Extreme range / -8 (opt x 16)


Melee Combat

Melee combat isn't as complex as ranged. There is no requirement to aim or bring to bear, each attack is an individual action. Locations can still be targeted at the normal penalty. A combatant in melee can reduce their opponent's chance to hit in one or both of two ways. Firstly, any gymnastics skill is used as a passive negative modifier to any attack roll made against them, which represents their ability to evade incoming blows. Secondly, a character can use part of their melee skill to parry incoming blows. This is substituted from any attack rolls they make.


Cause / Modifier

Target walking / -1
Target running / -3
Target sprinting / -2
Target diving / -4
Target kneeling / -1
Target prone -2
Attacker Running -2
Parry Points taken from defender's weapon skill
Gymnastics Defender's skill
Unskilled -3
Darkness -1 to 5
IR sights -2 (no darkness)
UV sights -3 from darkness modifiers
Wounded -1 per wound
Small target -2
3m+ size target +2
natural weapon +1
This message was last updated by the GM at 19:03, Thu 19 Apr 2018.
GM
GM, 9 posts
Thu 19 Apr 2018
at 19:08
  • msg #2

System Information

Races - Stats and Skills

The skills listed under you races Starting skills are skills that you have before any points are spent and cost you no points.


Human

Starting Skills: Literacy Rank 1, Detect Rank 1, SLA Information Rank 2, Rival Company Rank 1, Streetwise Rank 2 and Unarmed Combat Rank 1.

Attribute Maximums: Strength 10, Dexterity 10, Diagnose 10, Concentration 10, Charisma 10 and Cool 10.


Frother

Starting Skills: Detect Rank 1, SLA Information Rank 1, Rival Company Rank 1, Streetwise Rank 2, Unarmed Combat Rank 1 and Blade 2-H Rank 2.

Attribute Maximums: Strength 12, Dexterity 10, Diagnose 8, Concentration 10, Charisma 10 and Cool 10.


Ebon

Starting Skills: Literacy Rank 1, Detect Rank 1, SLA Information Rank 2, Rival Company Rank 1, Communique Rank 2 and Persuasion Rank 1.

Attribute Maximums: Strength 9, Dexterity 10, Diagnose 10, Concentration 13, Charisma 11 and Cool 9.


Brain Waster

Starting Skills: Intimidate Rank 2, Unarmed Combat Rank 2, Streetwise Rank 1, Literacy Rank 1, Detect Rank 1 and SLA Information 1.

Attribute Maximums: Strength 11, Dexterity 10, Diagnose 10, Concentration 11, Charisma 8 and Cool 11.


Stormer

Starting Skills: Intimidate Rank 2, SLA Information Rank 1, Rival Company Rank 1, Streetwise Rank 1 and Evaluate Opponent 1.

Attribute Maximums: Strength 15, Dexterity 15, Diagnose 8, Concentration 5, Charisma 5 and Cool 15.


Shaktar

Starting Skills: Unarmed Combat Rank 2, Detect Rank 1, Evaluate Opponent Rank 1, Rival Company Rank 1, Survival Rank 2 and Climb Rank 2.

Attribute Maximums: Strength 13, Dexterity 13, Diagnose 8, Concentration 8, Charisma 9 and Cool 12.


Wraith Raider

Starting Skills: Survival Rank 2, Tracking Rank 2, Detect Rank 1, Martial Arts Rank 1, Running Rank 1 and Climb Rank 1

Attribute Maximums: Strength 10, Dexterity 15, Diagnose 12, Concentration 9, Charisma 10 and Cool 8.
GM
GM, 10 posts
Thu 19 Apr 2018
at 19:10
  • msg #3

System Information

Training Package Skills

When all of you're points are spent you then apply Package Skills. This is the last thing that is done for points spending, and once it's done that's the point of no return. If you posses a Rank in any skill under you're Package then it increases by 1. If you do not possess a Rank then it becomes 2. Remember that no skill can be higher than 8 after these points are added so the highest any skill should be at this point is 7.


Death Squad

Auto/Support
Rifle
Rival Company
Tactics
Evaluate Opponent
Unarmed Combat


Kick Murder

Hide
Sneaking
Martial Arts
Climb
Acrobatics
Any One Close Combat Skill


Investigation and Interrogation

Detect
Rival Company
SLA Information
Streetwise
Interview
Forensics


Medical

Paramedic
Medical Practice
Forensics
Psychology
Pathology
Computer Use


Mechanics

Mechanics Repair
Mechanics Industrial
Electronics Repair
Electronics Industrial
Computer Use
Computer Subterfuge


Pilot and Navigation

Pilot Military
Drive Military
Drive Motorcycle
Navigation
Auto/Support
Mechanics Repair


Business

Business Administration
Business Finance
Diplomacy
Communique
SLA Information
Computer Use


Strike Squad

Drive Civilian
Drive Military
Pistol
Rifle
Paramedic
Any One Close Combat Skill


Scout

Tracking
Streetwise
Detect
Running
Sneaking
Rifle


Media

Cinematography
Interview
Communique
Literacy
SLA Info
Streetwise
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