Combat
In TSS Combat works very much like a Skill check
When you try to attack someone or something you have to make a check using one of your combat skills (see sidebar)
The Combat Round
Each round of combat is separated into 4 actions each of them being a second in time. The 4 actions starting with the first second are called Amazing, Good, Ordinary and Marginal action.
Each character can play to any action starting with action of their Action check (see below) and for a number or rounds equal or less to their Actions per round score.
1. Action Check / Iniative
At the beginning of each round all players and the Gamemaster (for each NPC) roll their action check. That is a single d20 (In some special cases this might have a bonus die). After they roll their check they have to declare in which action they can start playing.
Example
Alex has an action check score of +14/13/6/3 and 2 actions per round score. Alex rolls a d20 and gets a result of 5. Five is between their good score of 6 and their Amazing of 3 which means that they can play their first action on the Good action or any other action after that. They choose to play on the Good and Ordinary action
2. Determinng Attack Modifiers
Before you roll to see if you hit your target you need to determine how difficult it is going to be to hit your target.
Generally in combat th emost common modifiers are any bonuses of penalties from:
- Attacker Skill (Career or Ranks) bonuses
- Weapon Accuracy Modifier
- Weapon Range Modifier (long range penalties, short range bonuses etc)
- Defenders Dexterity/Strength Resistance modifier
- Defenders Skill modifier (Dodge, Defensive martial arts)
- Attacker Equipment (targeter / cybernetic implants)
- Defender Equipment (Stealth suits)
Once the above are summed find the relevant situational dice
[container:alert alert-info example]Example
Alex spents the first of their 2 actions to hold their weapon steady and aim (-1 bonus) and their weapon, a laser pistol is already really steady (-1 Accuracy bonus). On top of that Alex is using a an Good Qulity targeter (-2 bonus.
The thug they are trying to hit is trying to dodge their bullets by running around (+1 Dex Rssistance bonus +2 Good success Dodge)
Sum: -1-1-2+1+2 = -1 (-1d4 Bonus)
3. Rolling Attack
Roll the control dice (1d20) plus or minus the situation dice. If the attack is is successful within the O/G/A proceed to damage. If not the attack fails. Is the control dice rolls 20 this is a Critical failure.
Example
Alex rolls 1d20-1d4 for a total of 7. Her Ranged Weapons, Pistol skill is 16/8/4. For them the 7 is a Good success.
3. Rolling Damage
Based on the degree of success of your attack roll the equivalent damage for your weapon.
Example
Alex's custom made pistol has a damage type of En/G (Energy weapon Good quality) and a damage track of d4w/d4+2w/d4-1m. With a good success, they roll d4+2 for a result total of 5w
4. Rolling Armour
Based on the type of damage of your weapon the defender rolls the equivalent dice for their armour. If the armour is of higher quality than the weapon demote the type of damage mortal > wounds > stun > nothing
5. Determining Damage & Effects
Subtrack the Attack Damage from the Damage soaked by the armour. This is the inflicted Damage in stun, wounds, or mortal points
Example
The Thug is wearing a Ceremetal Armor which provide a d6 damage reduction against energy weapons, but it is of Ordinary quality. Alex's super powered weapon of GOod quality slices through the armor and upgrades the damage from 5 wounds to 5 mortal damage.
With a roll of 4 on the armor the Thug will receiv 5-4 = 1 mortal damage AND 2 wound and 2 stun secondary damage (4 original mortal/2) . With 1 mortal wound bypasing his armour, he is hurting a lot causing him to have a +1 penalty to all his actions onwards (Mortal Dazed) - Way to go Alex!
Options
Aiming
You can spend an action before you shoot to aim. If you do, you receive a -1 bonus to your next attack.
Attacking with two weapons
If you attack with two weapons and you do not have the Ambidexterity feat you will have to apply a +2 / +4 penalty to your main and offhand weapon (+0/+2 with Ambidexterity)
Damage and its Effects
Stun
A hero that lost half their stun is Dazed and receives +! penalty to all actions, If a hero loses all his stun he is knocked out, cannot make any actions until he regains consiousness
Wounds
A hero that lost half their wound is Dazed and receives +! penalty to all actions, If a hero loses all his wound he is knocked out, cannot make any actions until he regains consiousness. For every 2 points of wound damage a hero receives also 1 point of stun damage. Secondary damage is applied before the armour soaked damage is determined
Mortal
A hero that loses any of their mortal is Dazed and receives +! penalty to all actions for each point of mortal damage. If a hero loses all his mortal he is dying and needs immediate attention, cannot make any actions until he is stabilized. For every 2 points of mortal damage a hero receives also 1 point of wound and point of stun damage. Secondary damage is applied before the armour soaked damage is determined.
Being dazed
Penalties incuring from being dazed are commulative. So hero with half their wounds and 2 mortal has a +3 penalty to all actions.
A hero with Resolve-physical can negate these penalties by -1/-2/-3 based on the rate of success.
Game Mechanics
List of Combat skills
- Athletics, Throw (STR)
- Heavy Weapons (Broad +1 Penalty) (STR)
- Heavy Weapons, Direct (STR)
- Heavy Weapons, Indirect (STR)
- Ranged Weapons (Broad +1 Penalty) (DEX)
- Ranged Weapons, Pistol (DEX)
- Ranged Weapons, Rifle (DEX)
- Ranged Weapons, SMG (DEX)
- Ranged Weapons, Bow (DEX)
- Melee Weapons (Broad +1 Penalty)y (STR)
- Melee Weapons, Blade (STR)
- Melee Weapons, Bludgeon (STR)
- Melee Weapons, Powered (STR)
- Acrobatics (Broad +1 Penalty) (DEX)
- Melee Weapons, Blade (DEX)
- Melee Weapons, Powered (DEX)
- Unarmed Attack (Broad +1 Penalty) (STR)
- Unarmed, Brawl (STR)
- Unarmed, Power Martial Arts (STR)
- Unarmed, Defensive Martial Arts (DEX)
The Difficulty Scale
| Die | Modifier | Difficulty |
|---|---|---|
| -d20 | -5 | No Sweat! |
| -d12 | -4 | Piece'o'Cake |
| -d8 | -3 | Super Easy |
| -d6 | -2 | Very Easy |
| -d4 | -1 | Easy |
| -d0 | 0 | Average |
| +d4 | +1 | Tough |
| +d6 | +2 | Hard |
| +d8 | +3 | Challenging |
| +d12 | +4 | Formidable |
| +d20 | +5 | Grueling |
| +2d20 | +6 | Well shit! |
| +3d20 | +7 | The Tom Cruise |

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