Combat and Damage
From SomefinkWiki
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You can see the complete weapon table by clicking the "tables" link on the in-game character screen.
Contents |
Weapons
- see also Equipment
Some weapons have two entries, with one of them named e.g. "Submachinegun x6". The x6 means the weapon has a 6-shot burst mode.
Melee Weapons have a range of one square.
Special Ammo: There is special AP ammo for the Assault Rifle (ASR/ACR). It might not be available in the scenario, though.
Fields in the Weapon Table:
- AP: Per shot. Lighter guns are quicker to aim and fire.
- Mag: Each gun comes loaded. Extra magazines can be carried in other equipment slots.
- Hit 0/3/6/9: Hit chance at that range.
- Dam: Damage. 3d6 means three six-sided dice. Armor is subtracted from the damage.
- Stun: Extra stun damage, additional to the normal stun damage every hit causes.
- Armor Penetration: Some weapons or ammo types penetrate armor more easily.
- Jam%: These weapons weren't made for low-g environments. Or somefink. Isn't that fun?
- Rld: AP cost to reload.
- Move: Movement penalty for heavy guns, i.e. extra AP costs per square of movement. All penalties are cumulative. Fractions are dropped.
- Str: Minimum strength to use without hit chance penalty.
Explosives
- Grenades and Stun Grenades
There are two types of grenades: fragmentation and stun. Use grenades by equipping your character with them and clicking on the "Throw" button. Now click on any square with a 'G' in it to toss the grenade. Range is limited to three and they can be thrown beyond doors that you are adjacent to and up/down ladders and stairs. Grenades can also be used to boobytrap a square (Demolition skill required).
Demolition Charges can only be used as boobytraps (Demolition skill required).
Hit Chances
Each weapon has a basic hit chance and a range modifier.
Skills can increase your hit chances with certain weapon types (Sniper, Marksman, Heavy Weapon, Melee, Spit).
Cover reduces your hit chance.
A Predator are harder to hit (if you can see them at all).
Each weapon has a Minimum Strength a characters must posess to use it without hit chance penalty.
Prone targets are much easier to hit in melee combat (x 1.5). Attacking while being prone is also more difficult.
The maximum hit chance is always 95%.
Dodging
Melee attacks (no gunfire or spit attacks) can be dodged. Every character has a chance to dodge equal to his Agility (AGI) x A Factor I Cannot Remember Right Now.
The Dodge skill, available to all bugs and humans, increases that chance by half.
Accidents
If you miss a target with gunfire (not melee attacks), each other character on the same square as the intended target has a chance of being hit instead. The chance is equal to the original hit chance, but never exceeds 25%. This makes automatic fire against squares with more than one character in it quite devastating. Note that this applies only to the target square, not to characters in the line of fire.
Combat Effects
Wounds
A wounded character suffers movement penalties (+0.5 or +1 AP/step). If your HP reach zero, you're dead.
Knockdown
If the total damage (normal damage plus Stun damage) is greater than 2 x your SIZ, your character is knocked down. A successful Jump & Slash attack by an adult monster will also knock down the target. If the total damage is greater than 3 x your SIZ, you are knocked back one square. Players can still attack, converse, or switch items while knocked down, but cannot move. It costs 6 AP to resume an upright stance.
Panic
If any attack causes 2 or more HP damage, a human has to roll against his coolness. If the roll (1d10) is higher, the character suffers 1d6 Panic points. If the accumulated panic exceeds 5, the character panics. Effects of panic are: no attacks possible, no picking up of items, etc. Also, a panicked character will automatically try to run away from the threat each update cycle as long as he has sufficient AP. Panic points are reduced by 1/5 of the character's coolness per update cycle.
Stun
All attacks cause Stun Points as well as real damage. Armor does not protect against Stun. Stun Points are reduced every update cycle at a rate based on the Endurance attribute. As long as a character suffers from stun, he does not recover Action Points (AP)!
Armor damage
Spacesuits and other vacuum-resistant armors can be damaged in combat, causing them to leak air when being worn outside the moonbase or ship. Leakstop Paste is available to patch spacesuits.
Ship damage
Gunfire on the ship or moonbase can damage fragile machinery. When a deck has suffered too much damage, the lighting switches to red emergency lights. More damage causes the lights to shut down. This damage is repaired automatically, but only slowly.


