Combat Rules
From Chronicles
Understanding Combat in Chronicles of Kingsdale
The rules of combat here at Chronicles of Kingsdale are slightly different from the standard Rifts system. However, much of it is the same, and this document explains how it works in our system.
These are listed below in sequence for most combats.
Contents |
Horror Factor
First, a horror factor (HF) roll is necessary when something is revealed to the PC which is particularly unusual, horrifying, frightening, and otherwise so shocking that the mind has difficulty accepting it without pause. In order for the PC to save from being literally horrified by this unusual thing, a roll of 1d20+bonus must be made. A successful roll is over the horror factor value (i.e. if HF = 16, 16+ saves), and the PC is unaffected. However, if a roll is unsuccessful, the shock of encountering the thing causes the PC to lose all initiative for that melee, as well as the PC’s first attack. If a horror factor roll is necessary in mid-combat and is unsuccessful, the next immediate attack is lost, as well as the ability to attempt a parry or dodge during that attack.
Iniative
Second, initiative (INIT) is rolled. This is essentially a measure of who notices and reacts first to danger. The higher the PC’s initiative roll, the better, meaning that the PC will get to act before other PCs and NPCs with lower initiative values. The initiative roll is 1d20+bonuses. If a roll of Natural Twenty (i.e. a 20 with no modifiers) is made, the PC gains an extra attack in the first attack pose. On the other hand, a roll of Natural One (i.e. a 1 with no modifiers) takes away one pose/attack action for that first round.
New Combat Sequences
It is here in step three that Chronicles of Kingsdale takes a large step away from the standard system. Instead of a long sequence of attack-dodge-attack-parry etc. through an entire sequence of PCs and their antagonists, the total actions of all characters are summarized into three rounds of combat per melee. What does this mean?
Start simply. If a PC has three attacks, this is divided into three rounds. Three divided by three leaves one attack per each round. That’s easy enough.
But what about four attacks? Obviously you cannot equally divide four into three. Instead, you fill up your three melee “bins” with one attack each, and the fourth attack is placed into the final attack “bin” meaning that when the third round of that melee combat comes around, the PC has a total of two actions.
This goes for five actions as well. You fill up the first three rounds with one action each, then you put the remaining two attacks in the last two bins. So one attack, then followed by two-rounds of two attacks each.
Moving to a PC with six attacks, you can once again evenly divide by three, with each round getting two uninterrupted attacks. The cycle simply continues with further attacks, though almost all common PCs top out at six actions.
Now, why do we do this? Because while combat is fun, it can also be very tasking, particularly in large units, and this speeds the action along. It sounds confusing, and yes, it is undoubtedly something that takes one or two combat encounters to really understand, but it is a superior method, and we’re sure that you’ll agree once you get the hang of it.
| Attacks | Phase 1 | Phase 2 | Phase 3 |
|---|---|---|---|
| 3 | 1 | 1 | 1 |
| 4 | 1 | 1 | 2 |
| 5 | 1 | 2 | 2 |
| 6 | 2 | 2 | 2 |
| 7 | 2 | 2 | 3 |
| 8 | 2 | 3 | 3 |
| 9 | 3 | 3 | 3 |
Possible Standard Actions/Attacks
This is normally considered using your attacks or making an action which requires one of the Melee actions you have allowed per round of combat.
Standard Action/Attack
In general the following activities use one attack or action:
Attacking (in any form)
Physical attack rolls require a total of 5 to strike after bonuses
Ranged attack rolls require a total of 8 to strike after bonuses
Missile attack rolls require a total of 5 to strike after bonuses
Dodging
Casting a spell
Psionics
Magazine Change, also see Combat_Amendments#Magazine_Change
Drawing a weapon
Auto-Actions
In certain special cases a PC can perform one of these actions without using an attack.
Actions that can be made without requiring the use of a “complete” action have the prefix “auto-”” such as auto-dodge” attached to them. In these special cases, the use of one of these actions does not remove an action from the PC’s combat “bin” for that round.
Actions Beyond Standard
Movement
A PC can move his speed attribute in feet per second at a full run, walking is half speed. This does not use the action but any attacks done while running are done shooting wild. Movement at half speed or lower does not incur this penalty. Per Combat Phase Combat_Amendments#Magazine_Change you have SPD x 5 ft per Phase. For Example, a person with a speed of 10 could run (10 x 5 ft) 50 ft per Phase, or walk 25 ft per Phase. Over the course of a round they could cover 150 ft running or 75 ft walking.
Aimed Shots
A shot that allows you to make a single shot at a target with a +2 bonus to strike. Due to the concentration necessary to line up the shot , an aimed shot requires two melee actions. Weapons that fire simultaneous multiple shots can be aimed (i.e. a double-barreled shotgun). Laser pulses can be aimed, but at half of the standard total bonus. Weapons cannot be aimed on full-automatic settings. You cannot make and aimed shot without the W.P. of the weapon being fired.
Called Shots
These difficult shots go beyond simple aiming. They are generally reserved for actually trying to strike a particular part of a body, building, etc. A PC may shoot for a the eye of a large monster, or a sensor suite on a robot or vehicle, and so on, rather than simply, “wherever it hits is good enough.” An un-aimed but called shot uses two attacks and standard strike roll. Unlike with aimed shots, burst/pulse shots (aimed or un-aimed) cannot be used to make a called shot. You cannot make a called shot without the W.P. of the weapon being fired. Called shots are 12 or higher for ranged attacks to hit unless otherwise stated and subject to GM discretion. Melee called shots do not require the 12 or higher but still have the negatives and use two attacks.
Aimed Called Shots
An aimed and called shot uses three attacks, but gives the shooter the +2 bonus to strike from the aimed shot. Unlike with aimed shots, burst/pulse shots (aimed or un-aimed) cannot be used to make a called shot. You cannot make an aimed called shot without the W.P. of the weapon being fired.
Shooting Bursts
Shooting a Burst are for firing multiple shots in rapid fashion. Shooting a bursts at tightly clustered targets (5 feet apart or less, or in melee combat) takes two attacks and requires a roll of 12 or higher after bonuses to hit a singular target. A roll of 8-11 will spread the damage between targets. Someone with W.P. bonus is at half bonus to strike the target. Someone without W.P. is at -3 to strike. Laser pulses are not bursts. Simultaneous shots from two barrels are not bursts.
Spraying a Target
Automatic weapons (not pulse weapons) and shotguns (with appropriate ammo) can spray the target with fire. Short burst spray and shotgun: 1 attack, damage from one round to 1d4 targets, uses 10% of payload. Long burst spray: Three attacks, damage from one round to 1d8 targets, uses 30% of payload. Full spray: Full melee, damage from two rounds to 2d8 targets, uses 100% of payload.
Shooting Wild
This is a condition where someone is firing under great stress. Running, drunk, horseback, spraying the area, or doing something other than normal controlled fire. Someone shooing Wild with a W.P. receives a no bonuses of any type to strike a target. Someone without W.P. is at -6 to strike.
Paired Weapons
This skill allows PCs to make an attack using each hand (two weapons, swords, clubs, spears, etc.), each turn, assuming that each hand was armed prior to that round of combat, as taking up a weapon uses one action. The four benefits are the ability to simultaneously strike-parry, strike-strike (one target), strike at two separate targets in one action, and parry two different attackers. Basically two attacks for every action. In the case of the double-strike on a single target, only one strike roll (standard 1d20+bonus) is necessary - unless the opponent is also a user of Paired Weapons, in which case two rolls are required (one for each weapon). In all other cases, two rolls are required, one for each weapon, as they used independently (unless you are using two weapons to parry one attack, in which case only one roll is required). This skill allows the PC to either parry and counter-attack, or parry two (or more) opponents during one action, but not both. Naturally, as with all other combat actions, strikes and counter-strikes can only be made if the PC still has available melee actions. If not, only parries are possible. If a PC is attacked by more than two opponents, there is nothing that can be done beyond parrying two of them. It is possible for a PC with Paired Weapons to use firearms, but at severe penalties of 1d20-2 of the dominant hand, 1d20-6 for the off-hand. Basically, you’re more likely to shoot yourself or your fellow PCs than to shoot the antagonist. This skill is intended to be used with non-projectile, non-thrown “Ancient Weapons” only (so not including slings or bow-and-arrow). Please note also that all Paired Weapons rules apply equally to a PC fighting with bare fists, the primary difference being that bare fists will often only inflict SDC damage. It is quite possible to parry a weapon with a bare arm, and while a PC may lose that limb(s), it may be a move that ultimately saves the life of the PC in question.
Paired Firearms
This skill allows a PC to operate two handguns simultaneously. As with the previous Paired Weapons, this provides for two attacks that only use a single melee action. When both weapons are directed at a single target, only one strike roll needs to be made (1d20+bonuses). As with the skill above, each weapon may also be used against a separate target at the same time, still using only one action. In this case, strike rolls need to be made for each weapon. We deviate slightly from standard rules in this next area. Normally, parrying while holding a handgun would not be allowed. In our case, parrying a physical blow with the weapon is allowed, following standard parrying rules. Note that at the GM's discretion, the handgun may be damaged or destroyed in even a successful parry, as it is not designed to stand up to impact. Obviously using one hand to parry (successful or unsuccessful) a blow uses one action within the Paired action, but does still allow for a counterattack using the other hand. If both weapons are used, then the entire Paired action is used, and no counterattack is possible. Please note that this skill is only for handguns (pistols). Rifles, shotguns, and other long-arms cannot be used. Aimed and Called shots may be used in conjunction with this skill, but only when the PC is using the weapons against a single target. Bonuses and penalties for Aimed and Called shots operate as previously stated. Note: For both Paired Weapons and Paired Firearms, beings with more than one set of arms (certain ‘Borgs, Rahu-Men, etc.) only receive a single additional attack per three-round combat. So if a Borg begins with three attacks, he will have one attack per round. If he adds a second pair of arms, he will now have a total of four attacks; one attack in the first two rounds, with two attacks in the third. This does not provide the PC with additional Paired Weapon attacks. Just one more standard attack.
Casting
A character who can use magic has the capacity to channel only so much PPE per action. The equatation to use is as follows: ME + (Players Level x 2) = PPE per action/attack Casting spells that require more PPE take additional actions and are interrupted if the mage chooses to defend. The PPE is not expended until the spell is successfully cast. For more details see: Magic#Spell_Casting
Psionics
Instant Psionics use one action to activate. Defensive Psionics can be activated in a parry with a successful parry roll provided the defender is the target. Other psionic abilities are used as their descriptions permit.
Ambushes
Ambushes are a special case occasionally encountered in the normal progression of PC life.
Case One: The ones posing the ambush have made a successful roll on a skill such as Camouflage, or Blend, skills which are purposefully designed from the ground up to hide and conceal things, the enemy has no need to be on the lookout for an ambush and no detection is made, then it's a simple ambush. Those ambushing get one attack each that cannot be defended against before the initiative rolls.
Case Two: If those being ambushed successfully make the detection via skill or perception they have some options. They can counter-ambush if the enemy positions are spotted and the awareness of such has not passed. Combat can continue normally with initiatives, or the ambush can be avoided. Note that in both cases the rules are the same regardless of which side the PCs are on and that the opportunity to detect the ambush is a given regardless of whether it is expected or not.
Perception
Perception rolls are used in cases where the GM decides it opportune to notice particular details regarding the scene. The perception is something dependent upon the PC’s natural instincts and senses without actively looking for something to happen (generally speaking). Within combat, this could include anything from noticing that your grenade’s pin has somehow been pulled, or that your enemy’s armor happens to have an open spot that would grant a quick kill. Perception rolls are made using a standard 1d20+bonus.
Note that there is no set successful roll. There is no “12” that is always aimed to rolled above, etc. The necessary number for success will change at the GM’s discretion, taking into account how difficult or unusual the thing that the PC(s) may be trying to “perceive” may be.
Current on Rifts: CoK, some skills apply to perception. For example Detect Ambush, in the case of those skills they grant a +1 bonus per 10% of proficiency.
It is understood that many OCC/RCCs do not have a Perception bonus and perhaps should have them. At this time, Rifts: CoK staff has determined they will not go back and adjust OCC/RCCs which do not have this bonus. In the future this may happen, but at this time whatever is in the OCC/RCCs description stands.
Counting Bonuses
All bonuses and penalties are always cumulative. If you have +3 to strike, your target is -2 to strike roll 1d20+3-2.
What is a Miss
A modified roll which is 1 to 4 on strike is always a miss. A natural roll of 1 is always a miss regardless of any modifiers which might make it greater than 1.
If a player rolls a 1 he or she must then roll 1d20. 5-20 from that roll results in missing.
1 results in a weapon failure that will not be fixable in the given scene.
2 results in hitting a team mate if possible, and dropping the weapon if not.
3 results in a weapon failure that is fixable in the given scene.
4 results in dropping the weapon.
If the GM strongly feels that these results are not within the nature of the scene, then the GM may change the outcome of the natural 1 to fit the scene.
Combat Skill Failure
Rolling a 100 on d100 is always a skill failure, if performed during combat and a 100 is rolled it may inflict additional penalties due to the stress of the situation. The GM may rule that this is a critical failure and impose additional negative side effects for the particular situation.
Armor Failure
CoK has ruled to adjust the armor capacity ruling in RUE commonly known as a the GI Joe rule. Rifts Ultimate edition states on page 355 that upon depletion of ones armor any excess damage is absorbed by the armor leaving the occupant unharmed. We however feel that any amount damage being covered is too loose for game realism.
On CoK, excess damage will be converted to SDC and applied to the target. This only happens for an SDC based target. But overflowing damage from layered armor will not convert to SDC. Only the last layer will convert to SDC.
For example, someone has 10 MDC Armor of Ithan, 28 MDC Branaghan Overcoat, 60 MDC EBA and a 12 MDC NG Stalker Suit on. A hit from a 120 MDC from a Boom Gun would crumble the spell, shred the jacket, wreck the EBA junk the NG Stalker suit and 10 SDC would flow through to hit the target.
In addition, a called shot is exempt to this rule. A called shot that exceeds armor capacity will kill the target on a head or body shot and dismember on a limb shot.
Combat Code and Examples
CoK possesses a few coded commands to make the numerical details of combat easier for everyone, PC and GM alike, to keep track of. To whit, here is an example of a simple encounter.
For purposes of simplicity, we will assume that this is not an ambush, just standard combat.
As stated above, the first step is to determine initiative. We have an App for that.
Enginering the command +init will automatically roll your initiative, plus bonuses. If you have a +3 initiative bonus, the +init command takes this into account for you. If you have special bonuses or penalties beyond the value shown in your +sheet/b (perhaps you’re suffering from a psionic attack), inform the GM, and the issue will be addressed.
Once all PCs and NPCs have rolled +init, the command +vinit shows your place in the pose order and how many attacks to put in your pose - incidentally, pointing out very simply the mechanism of three-round combat.
+vinit will also show if you or other PCs are under a positive or negative influence of some kind of combat action or other reason noted by the GM.
When it is your turn to pose you will receive an automated message such as this:
Game Setup:
Melee Round 1 - Pose One - Initiative Count 21.
You have Two attacks/actions for this pose.
Please pose and make any necessary rolls.
DEMO:
Round One
<Initiative Order>
Pose Round One of Three in Melee Round 1
Name Init Actions Notes
Player 1 21 Two
NPC 1 18 Two
Player 2 13 Two
NPC 2 9 One
Player 1 then poses his two actions, two attacks on NPC 1. He rolls to strike via the command +roll 1d20+strike bonus. As with your initiative bonus, your strike bonus is listed under +sheet/b
NPC 1 rolls to dodge one strike and parry the other (Player 1 had two attacks in round 1). His pose has one action remaining, a strike back at Player1 (dodge used one action, parry did not, leaving one remaining)
Player 2 poses two attacks against NPC1 and rolls the strikes.
NPC 1 rolls parries vs. Player2’s strikes.
NPC 2 poses casting a spell against Player1, and a physical attack, through +cast spell and +roll 1d20+strike bonus
Player1 rolls dodge against NPC 2
Round Two
Initiative Order>
Pose Round Two of Three in Melee Round 1
Name Init Actions Notes
Player 1 21 Two
NPC1 18 Two
Player 2 13 Two
NPC2 9 Two
Player 1 poses his dodge and remaining attack against NPC 2 then rolls the attack.
NPC 2 rolls his defense
NPC 1 poses psionic attacks then +psi his attacks against Player 1
Player 1 rolls his defense
Player 2 poses then rolls his attacks against NPC 2
NPC 2 rolls his defense
NPC 2 poses his defense and attacks, then rolls his attacks.
End Example
Combat Amendments
For additional information please review the Combat Amendments section of the Wiki.
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