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Chapter 9: Combat [ | Combat Statistics | The Tick System | Personal Combat Rules | Vehicle/Mount Combat Rules | Example Moves | ]
Attack Actions
Any default attack takes 2 ticks. A simple jab takes 1 tick and has it's own rules for doing damage.
A simple punch or kick does 3 damage. The general rule of thumb is that for each additional tick you take, the attack does more damage.
So if your punch takes 3 ticks, it does 4 damage. If it takes 4 ticks, it does 5 damage. Any unarmed attack does (ticks+1) damage.
Your character will need a higher than normal Strength or some physical/martial arts training to use more powerful melee attacks. The
GM will determine how many ticks an action takes (and how much damage it does).
Example Unarmed Moves
- Normal punch or kick: 2 ticks.
- Uppercut: 3 ticks.
- Haymaker: 3 ticks.
- Axe Handle: 4 ticks.
- Backhand: 3 ticks.
- Elbow Strike: 2 ticks.
- Clothesline: 2 ticks.
- Knee Strike: 2 ticks.
- Sweep Kick: 3 ticks.
- High Kick: 4 ticks.
- Crescent Kick: 4 ticks.
If the attacker is using a melee weapon, the same basic principle applies. The default attack takes 2 ticks and will do damage and penetration
as stated by the weapon. If the attack takes longer than 2 ticks, than each additional tick does +1 damage. Here are a list of moves that attackers
can use.
Example Melee Moves
- Hit across the body (slash): 4 ticks.
- Piercing attack: 2 ticks.
- Hit down across the body: 3 ticks.
- Cleave: another 2 ticks per additional target.
Using Sprayfire with a gun, look at the refire time to determine how many bullets can be fired in a given number of ticks. Sprayfire takes as long as the attacker
wishes to continue with it (but the length of time spent firing is determined BEFORE the attack roll is made).
Defense Actions
Any default defense takes 2 ticks, but if it interrupts your next Turn then your Turn will be directly after that. Most defensive actions you can
take will not give you bonuses to defense. If you use a longer defense from the below list, you can get bonuses to your roll (check the Acrobatics skill for more information). In order to use the fancier defenses, you will need the appropriate physical skill or martial arts training.
If someone attacks you during your defensive action, they will hit you unless you have the Multiple Dodge technique. In that case, the attacker
must beat your original defense roll against the first attacker.
Example Moves
- Sidestep or backing up: 2 ticks.
- Cartwheel or flip: 4 ticks.
- Run up wall as a circular dodge: 5 ticks.
- Tumble or Somersault: 4 ticks.
If the defender uses a weapon to dodge or parry, the results are the same. Parries always take only two ticks; to turn a parry into a fancier move
requires a Parlay maneuver instead. Parlay is explained in it's own section.
Other Actions
When you aren't attacking or defending, consider moving from one place to another (1 metre = 1 tick). The GM should be able to determine how long skill performances or other actions take based on simple intuition (or the action will explicitly say how long it takes).
As always, if the GM really has no clue, the action takes 2 ticks.
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