Combat Circumstances

Combat Circumstances

Circumstance Details
Actions
Running Whenever a character uses the Running action, until the start of the character's next turn, BS attacks against the character take a -20 penalty, whilst WS attacks take a +20 bonus. This stacks with the Hard Target talent, which makes it -40 for BS and flat for WS.
Cover
Partial Cover Partial cover protects those within by providing a -15 penalty to hit from ranged attacks.
Full Cover Full cover protects those within by providing a -30 penalty to hit from ranged attacks.
Environmental
Difficult Terrain Terrain noted as 'Difficult Terrain' applies a penalty to WS and Agility tests equal to the value. Attempts to run or charge through Difficult Terrain requires an Acrobatics or Agility test; on a failure you stop in the Difficult Terrain and fall prone.
Higher Ground Weapon Skill and Ballistic Skill tests made whilst positioned on a higher terrain than your opponent take a +10 bonus. This includes parry and point defense tests.
Fog/Smoke/Mist Ballistic skill tests against targets in fog, smoke, mist or deep shadow take a -20 penalty. Perception tests using sight also take a -20 penalty. Concealment tests within fog/smoke/shadow take a +10 bonus.
Low Light Weapon Skill and Ballistic Skill tests against enemies in Low Light take a -10 penalty. Perception tests using sight also take a -10 penalty. Concealment tests within Low Light take a +10 bonus.
Darkness Weapon Skill tests take a -20 penalty; Ballistic Skill tests take a -30 penalty. Perception tests using sight also take a -30 penalty. Concealment tests within Darkness take a +20 bonus.
Weather WS and BS tests made during strong weather events- rain, storms, blizzards, etc- take a penalty depending on the severity of the event. Penalties range from -10 to -30.
Melee
Engaged in Melee A character who ends their turn next to their enemy may declare themselves to be engaged in melee with them. This is also the case if one attacks the other. Characters cannot move away from their opponents without risking an Attack of Opportunity.
Flanking If a group of characters in a melee outnumber their opponents by 2 to 1, they gain a +10 bonus to WS tests. If they outnumber their opponents by 3 to 1 or more, they gain +20 instead.
Guns in Melee Only pistols can be used in melee, and they do not gain any bonuses due to range.
Shooting into Melee Ballistic Skill tests against targets in melee take a -20 penalty. If the target or their only opponent is stunned, helpless or Unaware, this penalty is ignored.
Misfires
Scattering If an attack with a Blast weapon or a thrown weapon misses, then roll a 1d10 on the Scatter Diagram; the attack moves in that direction away from the target spot by 1d5 metres. Non-thrown blast weapons instead move 1d5 metres, plus another metre per degree of failure.
Weapon Jams If a ranged attack rolls a 96 or higher, it jams; apart from being an automatic miss, the weapon may not be fired until it is cleared as a Full Action, which requires a Ballistic Skill+20 test, +10 for having the Specialised or Mastery talents for that weapon (cumulative). If you do not possess any proficiency with the weapon, the test is -20 instead. If the test is passed, the jam is cleared, but any ammo within is lost and the weapon must be reloaded. Burst fire also increases the chance of a jam; see their entry for details.
Missile and Grenade Jams In the case of a jam with a grenade, roll a 1d10; on a 1-9, the weapon is simply a dud and is expended without anything happening. On a 10, however, it instantly explodes in the user's hands, causing an effect centered on them. If the weapon was loaded into a launcher, then the launcher is also destroyed.
Ranged Attack Distance
Point Blank Ranged attacks at a distance of 3 metres take a bonus +30 bonus to hit.
Point Blank Ranged attacks at a distance of 3 metres take a bonus +30 bonus to hit.
Short Distance Ranged attacks at a distance of half or less (rounding up) of the weapon's Range value take a +10 bonus to hit.
Long Distance Ranged attacks at a distance exceeding the weapon's Range take a -10 penalty to hit.
Extreme Distance Ranged attacks at a distance of twice the weapon's Range take a -30 penalty to hit. This is also the weapon's maximum range.
Pinning
Pinning A Pinned character only gains a single Half Action on their turn, although they may use Reactions and Free Actions as normal. They suffer a -20 penalty to Ballistic Skill tests, and they must move toward cover relative to the pinner. If they are already in cover, then they may move only in order to retreat, so long as they remain in cover. If no cover is available then they must move away from the pinner as far as possible. A character may make a Willpower test at the end of their turn as a free action to recover from Pinning. If they have not been shot at since their last turn, or are under cover, then this becomes a Willpower+30 test. Characters engaged in melee may not be pinned and are freed from Pinning; however, they may not initiate melee combat in an attempt to escape from pinning.
Other Circumstances
Prone Weapon Skill tests to hit a prone target take a +10 bonus; grapple tests gain a total of +20. Ballistic Skill tests instead take a -10 penalty unless the target is at point blank range. Furthermore, prone characters take a -10 penalty to Weapon Skill tests (including Parry) and a -20 penalty to agility tests.
Unaware If a character has no idea they are about to be attacked, then they count as Unaware. Attacks against an Unaware target take a +30 bonus to hit, and the character is unable to attempt to take any evasive action, such as dodge or parry. They may deflect, but only if their Spread Pattern permits automatic deflection against an attack.

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Ailments

Note: Duration here is only to be followed if there are no other instructions given; ie if a target 'suffers dazed', then they suffer Dazed for 1 turn, but if they 'suffer Dazed for 3 turns' then they suffer it for that long instead.
Name Effect Duration
Physical Effects
Blinded You take a -30 penalty to WS, BS and Agility tests, and if you move more than your Half Move distance, treat everything as Difficult Terrain (0). Until Wears off/cured
Dazed You may only take half actions and reactions, and take a -20 penalty to all Evasion tests. Wears off after 1 turns
Immobilised You may take no actions with the 'Movement' subtype. Wears off after 1 turn
On Fire You take 1d5 energy damage at the end of each round, which ignores TB and AP. You take a -20 penalty to Willpower tests. You may pass an Agility-20 test to put the fire out. Attacks with the 'Fire' Quality gain an extra +3 damage against you. Until put out
Softened You reduce your AP by X. Wears off after 1 turn
Stunned You may make no actions, and enemies take a +20 bonus to hit you. Wears off after 1 turn
Mental Effects
Confused You roll on the Hallucinogenic table, and act as directed until the effect wears off. Wears off after 1 turn
Enraged You take a +10 bonus to WS attacks and WP tests, and gain the Unnatural Strength (2) trait. However, you cannot evade attacks. On your turns, you may do nothing except attack enemies in melee with whatever weapon you have- if there are no enemies in range you will move toward them as quickly as possible, charging if necessary. Wears off after 2 turns
Fear You must pass a Willpower test at the start of each turn in order to act properly; if you fail, you may not take any actions with the Concentration keyword. If you fail by 3 DoF or more, you begin fleeing directly away from the source of the Panic. You may make a Willpower test at the end of each turn in order to shake Fear off. Until test passed

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Special Damage

Blood Loss

Characters who suffer blood loss are in danger of bleeding out turn-by-turn. It is usually caused by Lethal Damage, but some special attacks may inflict it as well.

  • Characters who are bleeding must make a Toughness test at the start of each turn. If they decide to do nothing else but stop the flow of blood, they gain a +30 bonus. If they fail this test, they instantly take 1d5 damage (to their body); if they are out of wounds, then they instead take 1d5 Toughness Characteristic damage.
  • If a Character hits Toughness 0, then they die.
  • A Character can staunch blood loss through a Medical skill test as a Full Action. Shadows can remove it from themselves by using a wound restoration spell at Surge strength.

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Falling Damage

Falling Damage occurs whenever a character falls off something and lands unsafely.

  • On falling a dangerous height (which is usually considered to be a height more than their TB in metres), they take a single hit that does 1d10+1 damage. For every 10m fallen, you take another hit doing 1d10 damage, plus you add +1 damage to each hit.This damage ignores AP, and hits a random body part.
  • For each hit that rolls a 10 on the 1d10 you incur a rank of fatigue.
  • Example: John, with TB4, falls 5m. He takes 1d10+1 damage to a random location; he rolls a 6 (7) and so takes 2 damage.
  • Example: John, with TB4, falls 15m. He takes 2 1d10+2 hits to two random locations; he rolls a 4 (for a total of 6) and a 10 (for a total of 12), and so takes 2 and 8 wounds for a total of 10. Because he rolled a 10 on his second hit means he incurs a rank of fatigue.
  • Vehicles suffer the same, but the impact always hits the Hull.

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Fatigue

Fatigue represents a character's physical exhaustion. Characters take fatigue from a number of sources: unarmed attacks, Injuries, intense exertion and some qualities.

  • Fatigue is measured in levels. If these levels exceed the character's Fatigue Threshold, then they suffer -20 to all tests until their Fatigue drops.
  • A character's Fatigue Threshold is equal to their TB, and can be modified with Talents.
  • If the amount of Fatigue a character takes is equal or higher than double Fatigue Threshold, they collapse for 10-TB minutes, +10 minutes per every point of Fatigue above the Fatigue Threshold.

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Suffocation

Characters who are unable to access air are considered to be suffocating. This could be due to drowning, smoke inhalation or a certain toxin.

  • Characters who are suffocating but are able to focus entirely on conserving air may hold their breath for a number of minutes equal to their Toughness Bonus.
  • Characters who are suffocating but are engaged in strenuous activity such as combat, swimming or so forth, then they may hold their breath for a number of rounds equal to twice their Toughness Bonus.
  • Whilst suffocating, a character must make a single Toughness test per minute (if focused on conserving oxygen) or per round (if engaged in strenuous activity). If they fail, they suffer a level of fatigue.
  • If a character has failed to access a new source of air by the end of their alloted time, then they instantly fall unconscious.
  • If a character is both unconscious and has no access to a source of air, then they die after a number of rounds equal to their Toughness Bonus.

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Special Environments

Void

Void, aka Space, is a common enough environment in this setting. Although a highly hostile place to be in, Void is deliberately treated as less dangerous than it really is to avoid slowing the game down. Thus, Void combat at the Strategic scale acts like normal, with the following exceptions:

  • The Altitude mechanic is not used at all.

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Aquatic

Underwater environments pose some problems for warfare. Constructs within water treat their AB as -2, and energy weapons do not function.
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