(This section has been borrowed from the game VnV: New Dawn by GM Burning Bones)
Combat Rules
For those who don't have the rules. (You can buy a copy here:
http://www.rpgnow.com/product_...ucts_id=859&it=1)
Combat is in turns.
Initiative
Each character rolls Agility + 1d10. This the first action phase for the PC.
PCs get a phase at initative roll and then at every 15 phases after that. So, a PC that rolls a 26 initiative goes on 26 and 11.
In the case of a tie for initiative, the person/creature with the highest Agility gets to go first.
Actions
Move - In a turn, a PC can use up to his or her entire movement allowance. This can come all at once or be spread over more than one action. Some "actions" cost movement - opening a door, the use of some powers.
Evade - A player can choose to evade. An evading character gets a defensive bonus equal to the character's current power score/10. Once a PC starts to evade, the bonus remains for the rest of the turn.
A character whose phase has not yet come up can take an evade or other defensive action if attacked. Doing so forfeits the character's next action.
Attack - Use weapons, fists, or powers to attack.
Every attack has a basic chance to hit on a d20. You always want to roll low to hit. The basic chance to hit varies power by power and attack type by attack type.
There are modifiers to the target number needed to hit. Accurary raises the target number. Level differences between attacker and defender may raise of lower the target number. Defenisve powers change the target number. So does range.
Multiple attacks - a player with special training or power that allow it, may declare his or her intention to attack mulitple targets in one phase. The player must declare that intention before rolling any attacks.
A player rolls all the 'to hit' rolls of the multiple attacks. If any miss, then they all miss.
IMPORTANT NOTE: All modifiers affect the target number not the die roll. So, if you have a +3 Accuracy modifier, you are adjusting up the target number not changing your die roll.
Taking Damage
Attacks that hit do damage.
A hit character can attempt to "roll with the punch." This diverts damage equal to up to 1/10 of the PC's current power score to his power instead of hit points.
Every point of damage taken over and above the target's basic hits causes knock back.
Power costs
Any power use in combat has a power cost per use.
HTH attacks do not cost power for the first action of the turn.
Every action taken after the first action phase cost 2 power points. Every attack in a multiple attack after the first costs 2 power points as well.
Movement
A character's listed ground movement rate is the distance they can sprint in one turn.
Walking halves one's movement rate for the turn and climbing a ladder or swimming quarters the movement rate (this is assuming walking, climbing, or swimming are done for the entire turn, distances are pro-rated if someone divides their movement)
Example: A civilian with a move of 40" (average stats) can sprint for 20" then slow to a walk and move 10" (half the remaining sprint move) or climb/swim 5" in a turn.
Speed Conversions
1 Turn = 15 seconds
1 Phase = 1 second (approximately)
1 Inch = 5 feet
Movement in inches/turn divided by 4.4 = Move in MPH
Movement in MPH multiplied by 4.4 = Move in inches/turn
1 Mile = 5280 feet = 1056 inches
This message was last edited by the GM at 17:16, Wed 12 June 2013.