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Rules Brief: Combat.

Posted by Starfleet CommandFor group 0
Starfleet Command
GM, 74 posts
Sat 17 Sep 2022
at 22:01
  • msg #1

Rules Brief: Combat

During a Turn in a Conflict, a Player Character can attempt one Minor Action and one Task. After the character completes his or her Turn, the action passes to the opposing side. However, the Player may spend two Momentum to instead pass the action to another Player Character. This is called Keep the Initiative, but the Players cannot Keep the Initiative again until the opposition have taken a turn of their own.

SET PHASERS TO STUN
In order to stun your opponent, you must declare that you are making a Non-lethal attack before rolling the dice. Alternatively, the ranking officer in charge can make this declaration for the Player Characters by ordering them to set their phasers to stun.

Characters are stunned when they suffer an Injury from a Non-lethal attack. An Injury occurs in one of two ways:
  • The character takes 5 or more damage from a single attack (after reduction from Resistance, if any).
  • The character is reduced to 0 Stress.

Injured characters cannot attempt Tasks, perform Minor Actions, or participate in the encounter.

LETHAL ATTACKS
A Player Character who makes a Lethal attack, or an “attack to kill,” adds one point to the Threat Pool. A Non-Player Character who makes a Lethal attack must spend one point of Threat.

AVOIDING INJURIES
Characters may Avoid an Injury once per scene. There are several ways Player Characters may avoid or temporarily ignore the effects of an Injury (rules booklet, p.14). Notable NPCs can spend two Threat to Avoid an Injury. Minor NPCs do not have this ability.

RECOVERY AND FIRST AID
Characters recover automatically from Non-lethal Injuries at the start of the next scene. If the Injury resulted from a Lethal attack, the character will die if they do not receive First Aid before the scene ends. This is a Daring + Medicine Task, with a Difficulty of 1. Success stabilizes the injured character, but the character needs further treatment to remove the Injury. This cannot be done during a Conflict, and requires a successful Control + Medicine Task, with a Difficulty of 2 (though circumstances may increase this).
This message was last edited by the GM at 22:03, Sat 17 Sept 2022.
Starfleet Command
GM, 75 posts
Sat 17 Sep 2022
at 22:12
  • msg #2

Rules Brief: Combat

COMBAT MOMENTUM SPENDS
MOMENTUM SPENDCOSTEFFECT
I = Immediate Spend, R = Repeatable (may be done multiple times)
Added Stress1 (R)Increase the Stress inflicted by a successful attack by 1 for each Momentum spent.
Disarm2One weapon held by the target is knocked away and falls to the ground within Reach.
Extra Minor Actions1+ (I, R)Take additional Minor Actions.
Keep the Initiative2 (I)Pass the action order to another ally instead of the enemy; may only be done once before the enemy has taken at least one turn.
Penetration1 (R)Ignore 2 Resistance for each Momentum spent.
Re-roll A Pool1Re-roll any number of CD in your current dice pool.
Avoid an Injury2 (I)Avoid suffering a single Injury. The cost may be paid by suffering a Complication instead. Other factors may increase the cost further. May only be used once per scene, though additional uses can be obtained.
Secondary Target2A second target within Reach of the attack’s target is also affected by the attack, and suffers half the attack’s Stress, rounding down.
Swift Task2The character may attempt one additional Task, increasing the Difficulty by 1 over what the Task would normally require.

Starfleet Command
GM, 76 posts
Sat 17 Sep 2022
at 22:18
  • msg #3

Rules Brief: Combat

WEAPON STRESS EFFECTS
The following abilities provide additional benefits whenever an Effect is rolled on the A (see Challenge Dice on p.53). Whether one or more Effects are rolled, all Stress Effects that apply to that attack are triggered.
  • Area: The attack affects a wider area, and can affect several targets at once. The attack automatically affects any character or damageable object within Reach of the initial target, and then one additional target within Close range of the initial target for each Effect rolled, starting with the next closest (as determined by the Gamemaster). If one or more Complications is rolled when using an Area attack, the Gamemaster may choose to use Complications to have an ally in the area affected by the attack. A target cannot be hit if it would have been more difficult to hit than the initial target.
  • Intense: The attack is designed to inflict massive harm on a target, incapacitating them far more swiftly. The Cost to Avoid an Injury caused by an Intense weapon increases by one Momentum for each Effect rolled.
  • Knockdown: If one or more Effects are rolled on this attack, the target is knocked prone. The target may resist this effect by adding a number of points to Threat equal to the number of Effects rolled (NPCs spend points from Threat instead of adding to Threat).
  • Piercing X: The attack ignores X points of the target’s total Resistance for each Effect rolled.
  • Vicious X: The attack inflicts X additional Stress for each Effect rolled.


WEAPON QUALITIES
The following additional qualities alter the way the weapon functions, some in positive ways, others by applying restrictions.
  • Accurate: The weapon is especially precise, often incorporating additional sights that allow the user to use the weapon more accurately. If the character performs the Aim Minor Action before making an attack with this weapon, then any number of d20s may be re-rolled, instead of the normal benefits of aiming.
  • Charge: The weapon has an adaptable energy supply, allowing its potency to be scaled to various levels. If the character performs a Prepare Minor Action before attacking with this weapon, they may add one of the following Stress Effects to the attack: Area, Intense, Piercing 2, or Vicious 1.
  • Cumbersome: The weapon takes patience and precision to use effectively. The weapon cannot be used to attack unless a Prepare Minor Action is performed during the same turn.
  • Deadly: The weapon is designed to be lethal; if the character attempts to make a Non- Lethal attack with this weapon, the Difficulty of the attack increases by 1.
  • Debilitating: Medicine Tasks to perform First Aid on characters injured by this weapon, or to heal Injuries caused by this weapon, increase in Difficulty by 1.
  • Grenade: The weapon is a throwable explosive or energetic device, normally carried in small quantities. It cannot be used to make attacks against an enemy at Long or Extreme range. A character with a Grenade weapon has sufficient grenades to make three attacks with it during a scene.
  • Hidden X: The weapon is easy to conceal, or designed to be disguised. When the weapon is hidden, any search of the owning character requires an Insight + Security or Reason + Security Task, with a Difficulty of X, to locate the weapon. A character may use a Minor Action to conceal a Hidden weapon.
  • Inaccurate: The weapon is imprecise and clumsy, and very little can be done to change that. The character gains no benefit from the Aim Minor Action when making an attack with this weapon.
  • Non-Lethal: The weapon is non-lethal, rather than deadly; if the character attempts to make a Lethal attack with this weapon, the Difficulty of the attack increases by 1.

This message was last edited by the GM at 22:22, Sat 17 Sept 2022.
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