Actions and Posting
Post when you can, but actions will be resolved in the order above (except for tied Initiatives which then compare AGL-BLK, negative numbers are allowed). Characters can always elect to act later in a turn (to coordinate actions with someone else, wait for orders, etc.)
Each turn is 5 seconds long and encompasses one action. (One change I'm making from T2K is that everyone acts every turn.) Occasionally, you can combine simple actions, and some actions take several turns to complete.
We my be using the outdoor 10m grid (15m on the diagonal) or the indoor 2m Grid (3m on the diagonal).
Actions:
Aim: either take aim for better accuracy on a later shot or "cover" an area for
Opportunity Fire (
Covering/Overwatch). (In effect, you are "holding" your fire/action.) If your character says they are "looking for targets" I will assume you are taking
Aim for the purpose of
Opportunity Fire in the last direction your character was facing, unless informed differently.
Once an
Aim action is taken for the purpose of Opportunity fire your PC is either considered
Covering a specific target in LOS or on
Overwatch in a certain direction and will automatically attack when a target becomes visible by moving of firing.
Aiming via iron sights also allows you to make a "called shot" against a body part or vehicle component. This is at halved probability (which is then doubled for aiming).
Aiming with a standard x3.5 scope not only adds 15 metres to the base range when making aimed shots, but allows you to make a "called shot" against a specific body part with no penalty up to Long range. Different scopes add proportionally different bonuses to the range.
Crawl: move 2m per turn.
Drive: Drive a vehicle, pilot a boat, etc. The faster you go, the harder it is to maintain control.
Fire: if firing with a prior Aim action (see above) this is an Aimed Shot; without aiming is a Snap Shot. Walking or trotting while firing some weapons is possible but increases recoil.
Go Prone/Stand Up: Going Prone/Standing Up can be combined with any other move action; you just dive to the ground or stand up. Doing so halves your move. (Eg.: Running followed by Going Prone is a 15m move.)
Melee: attack in armed or unarmed hand-to-hand combat; can be combined with walk/trot.
Mount/Dismount: embark/disembark vehicle, riding animal, etc.
Ready/Change Equipment: switch weapon in hand, ready radio for transmission, prepare grenade for throwing, etc. Can sometimes be combined with walk/trot although may require DEX check to succeed or .
Reload: change magazines (assumes old magazine is saved/recovered). Occasionally takes more than one turn for some weapons. Can be combined with walk/trot although new or old old magazine may be dropped unless DEX check is passed.
Ride Animal: ride animal. The faster you travel, the more difficult it is to maintain control.
Run: Move 30m.
Take Cover: Hide behind something solid. Generally combined with a Go Prone action, although can also be combined with both Going Prone and a Walk or Trot action (for example: Trot, then Go Prone and Take Cover) at half move, can be combined with Crawl at full move.
Talk: issue orders/give instructions/relate information/ask question/etc.
Say one sentence. Can be combined with other actions except firing. Radio comms can be tricky, because if more than one person is transmitting on a channel in a turn then there is interference (called being "stepped on") that may prevent all of one or parts of both messages from being received.
Trot: move 20m/turn.
Walk: move 10m/turn.
Radio Comms:
Using the radio in combat can be pretty slow, unless it's tactical communication. Remember, a Talk Action is one short sentence per turn. So calling in fire should take one turn to open contact, then possibly another for the receiver to reply unless they are standing by.
In the T2K book it mentions (under the Talk action) that using a radio up to the base (Short) range is Average difficulty (x2 Asset). However, it never says what Skill or Attribute you use to determine the asset!
For the sake of argument, the skill for Comms is INT or EDU plus Electronics. I will say that Difficulty is Easy at Short (base listed) range. This can be an unskilled task (using INT or EDU), but the difficulty level is raised by one (x2/Average at short range, x1/Difficult at Medium, etc.).
Firing Range Difficulties:
Range Aimed Shot Quick Shot
Short Average Difficult
Medium Difficult Formidable
Long Formidable Impossible
Extreme Impossible Not Allowed
General Difficulties:
According to page 203 of Twilight: 2000 Version 2.2: "The number of rounds in a burst is the number listed in the weapon's ROF [Rate of fire] column. Each individual shot fired in a burst is resolved seperately as a marksmanship task at the Impossible difficulty level, regardless of range." A character can fire 5 bursts per turn.
According to the Task Difficulty Levels chart on page 134: Easy was x4 Asset (Asset being the addition of the controlling attribute and the skill number, similarly to D&D3e's Skill being the addition of the controlling attribute and the rank number), Average was x2, Difficult was x1, Formidable was x1/2, and Impossible was x1/4. According to the same page, though: "However, a task roll of one always results in success, and a task roll of 20 always results in failure, regardless of skill, asset, or difficulty level."
This message was last edited by the GM at 02:42, Sun 14 Aug 2011.