Ravages of Time
+Damage is affected by Toughness, but is affected by weapon ammunition bonuses, Proficiency bonuses, and any other source of +Damage and Damage mitigation.
Damage, on the other hand, is not subject to any form of mitigation. Only Saves, if applicable, can reduce incoming Damage. Toughness, Armor, and base resistance cannot reduce Damage unless specifically stated. Damage also does not recieve Proficency bonuses, ammunition bonuses, or any other bonuses.
Condition Damage, such as Burning or Bleeding, also ignores Armor. Some can be Saved against or partially resisted, if stated.
A Helpless defender has an effective Defense of 5. If you're wielding a Ranged weapon and not adjacent to the target, you can take a full round to gain +4 Attack. If you're adjacent to the target, you can deliver a Coups de Grace.
Coup de Grace:
You can use a full round to deliver a Coups de Grace to a helpless, adjacent foe.This can be done with a ranged or melee weapon. You automatically hit and score a Critical. Even if the defender survives the Damage, he or she must make a DC (10+Damage dealt) Fortitude save or die. Attempting a Coups de Grace provokes Attacks of Opportunity.
Your speed is defined in Meters, or more specifically, 2m Squares. You are able to move your Speed number in 2m Squares per turn. You can also take a 2m Step as a Free Action if you've used up your turn doing anything except moving.
You can Sprint in a straight line, Doubling your Speed for a brief duration. After moving 10x your Constitution score in Squares, you must stop Sprinting or become Fatigued.
Charging uses the same rules as Sprinting, except that you must aim yourself toward a target. You deal one melee attack's worth of Damage when you collide with your target, no matter how many attacks you would get during your turn. You trigger attacks of opportunity when moving while Charging.
Attacks of Opportunity:
Characters trigger attacks of opportunity when moving through threatened squares at high Speed, use Ranged weapons in threatened squares, attempting to Disarm while they are unarmed, make skill checks in threatened squares or execute nanoprograms in threatened squares. A 2m step does not provoke Attacks of Opportunity.
An Attack of Opportunity is when someone wielding a melee weapon takes advantage of a nearby target letting his or her guard down. If someone in an adjacent square takes an action that lets their guard down, you can make an Attack of Opportunity. You make a single melee attack (if you're Proficient with a melee weapon that you currently wield) as a Free action against the threatened target. This can only be done once per round unless stated.
Range Increments and Penalties:
The Range Increment of a weapon is an expression of it's accuracy over range. This number appears in a weapon's statistics as '(x)m RI'. As long as the shooter's target is within the distance of the first Increment, he suffers no attack penalty from distance except the possible -4 Attack from attacking adjacent foes in Ranged combat. After the target is further away from the shooter than this first Increment, the shooter suffers -2 Attack for each successive Increment the target is away from him or her.
For example, 'Boomer' Glados is attacked by a group of NEC fanatics. She guesses one is about 15m away, the second is 35m away, and the last is 70m away. The first fanatic is only 15m away, well within her AR-556's RI of 30m. The second fanatic is outside her RI, inflicting -2 Attack on Glados. The last fanatic is more than 2 RI away from Glados but not yet 3 away, so Glados takes -4 Attack attempting to target him.
1. The GM decides which combatans are Aware. If some combatants are Unaware, a surprise round happens before the others engage. Aware combatants roll Initiative and get a free round to act. If no or combatants are Aware, there is no surprise round.
-Initiative is decided like this: D20 roll + Dex mod + Initiative + Ability bonuses
2. Combatants who have not yet done so roll Initiative.
3. All combatants act in Initiative order, from highest to lowest.
4. All combatants repeat acting in Initiative order until combat is over
Your Attack Roll is made differently depending on your weapon type. A melee attack roll looks like this:
1 d20 + Base Attack + Str mod + Ability bonuses
A ranged attack roll looks like this:
1 d20 + Base Attack + Dex mod – Range Penalty + Ability bonuses
Your Str mod is applied as a +Damage bonus to melee and thrown weapon attacks. When wielding a Medium or Heavy melee weapon in two hands, add an additional half your Str mod (rounded up) to the Damage.
Your Defense is the number your opponent's attack rolls must beat in order to score a hit. An average, unprotected civilian has a Defense of 10. Your Defense is:
10 + Dex mod + Equipment bonus + Ability bonus
Some attack types are unaffected by armor. Examples include splashing corrosive chemicals or tripping someone. These types of attacks ignore Armor Defense bonuses.
Running and Sprinting:
Speed is measured in Metric. Humans have a movement Speed of 10m. Using a full turn to move allows a character to move twice his Speed. He can Sprint or Charge at 4x normal Speed, however, that has drawbacks. Sprinting or Charging causes the character to lose his or her Dodge bonus and can Fatigue him. They also gain +2 Defense against ranged attacks.
Delaying allows you to bide your time until you see fit to act. Your place in the Initiative order is fixed at the point you decide to act. You cannot delay longer than the end of the current round, unless you are willing to forfeit your action in that round.
Readying allows you to prepare to take a certain action later, if certain conditions are met. For example, attacking if the stranger in front of you draws a weapon or a foe enters the hallway you're looking down. Once you take your action, you now occupy that slot in the Initiative order. You act just before your condition is triggered.
A weapon with Armor Penetration gains Attack against Armored foes, to simulate more easily penetrating their Armor. Three levels of Armor Penetration exist, +1, +2 and +3.
A weapon with this trait gains a +2 to Sleight of Hand checks made to conceal it.
An item with this trait is commonly made of Ultra-Dense Nanotubes, thus breaking it would be like snapping a battle tank in two. It cannot take damage except from attacks that penetrate Vehicle Armor, explosives, or a DC30 Strength check can deal 5 Damage to it. A DC40 Strength check is required to break it outright.
Cover and Concealment:
Cover is an excellent way to defend yourself against incoming attacks and conceal yourself from foes. Most soldiers won't survive long without cover when they engage in a heated firefight. Cover is rated by how much of the body it conceals. As it conceals more of the body, it provides larger and larger bonuses to the soldier's Defense. It also makes Reflex saves easier.
Cover bonuses are as follows:
1/4 cover (+2 Defense, +1 Reflex): Standing behind a 3-foot wall, leaning out of a window
1/2 cover (+5 Defense, +3 Reflex): Kneeling behind a 3-foot wall, leaning from a building corner or tree
3/4 cover (+7 Defense, +5 Reflex):