Combat Turns Friday Night Firefight =================================== ```plantuml @startuml start if (Do you want to fast draw?) then (yes) :+3 to Initiative and -3 to all other actions for the turn; else (no) endif :For initiative roll 1d10+REF+Awareness/Notice; repeat :Character with highest initiative goes first; :Character chooses number of actions for the turn. //All actions in the turn take a -3 penalty for every // // action beyond the first. (0) (-3/-3) (-6/-6/-6) // //Total distance covered by all move actions in the turn must // // be less than MOVEx3 minus multiple action penalty in meters.// //Attacks cannot exceed the total ROF of equipped weapons.// //Melee strikes are limited to 1 per hand and a single kick.//; repeat :Choose your action: **Move** **Avoid Suppresive Fire* ** **Dodge** //-2 to attacks against you for the turn.// **Aim** //+1 to hit for every turn of aiming up to +3 on next attack.// **Single Shot** //1d10+REF+Skill vs Range. Uses 1 round. 1 round hit target.// **Three Round Burst** //+3 to hit if Close/Medium. Uses 3 rounds. 1d6/2 rounds hit target.// **Full Auto (Close)** //+N to hit. Uses N rounds. success upto N rounds hit target.// **Full Auto (Medium+)** //-N to hit. Uses N rounds. success upto N rounds hit target.// **Suppressive Fire** //Add rounds to a firezone.// **Melee Attack** //1d10+REF+Skill vs Opponent Defense.// **Block/Parry* ** //Roll vs incomming attack. Damage shield on fumble. Win intiative vs opponent.// **Disarm** //Knock or remove opponents weapon from hand.// **Sweep/Trip** //Knock opponent to ground +2 to your next attack -2 to theirs.// **Grapple** //Grab opponent and enter a grapple.// **Escape** //Escape grapple with oppponent.// **Throw** //Knock opponent to ground taking 1d6 damage, plus makes stun roll at -2.// **Hold** //Opppponent is immobilized, only able to attempt escapes.// **Choke** //Opponent takes 1d6 damage ignoring SP and BTM.// **Delay Action** //Hold your action for later response such as a parry.// **Reload or Change Weapon** **Mount or dismount a vehicle** **Repair** //Jury-Rig at +5 Diff lasts 1d6 turns per point of success.// **Give medical aid** **Non-combat task**; note right (*) Defensive response actions can be borrowed from the next round if the attack occurs after the character's initiative. endnote ' if (Move?) then (yes) ' :Your total distance ' covered by all move ' actions in the round ' must be less than your ' MOVEx3 minus any action ' penalty in meters; ' elseif (Dodge?) then (yes) ' :-2 to attacks ' against you for ' the round; ' elseif (in Ranged Attack Range?) then (yes) ' if (Aim?) then (yes) ' :+1 to hit for ' every consecutive ' round of aiming up ' to +3 on next attack; ' elseif (Single Shot?) then (yes) ' :1d10+REF+Skill vs Range ' Uses 1 round. ' 1 round hit target; ' elseif (Three Round Burst?) then (yes) ' if (Range?) then (Close or Medium) ' :1d10+REF+Skill+3 vs Range ' Uses 3 rounds. ' 1d6/2 rounds hit target; ' else (Long or Extreme) ' :1d10+REF+Skill+3 vs Range ' Uses 3 rounds. ' 1d6/2 rounds hit target; ' endif ' elseif (Full Auto?) then (yes) ' if (Range?) then (Close) ' :1d10+REF+Skill+N vs Range ' Uses N rounds. ' Each point of success upto N rounds hit target; ' else (Medium, Long or Extreme) ' :1d10+REF+Skill-N vs Range ' Uses N rounds. ' Each point of success upto N rounds hit target; ' endif ' elseif (Suppressive?) then (yes) ' :N/Fire zone size vs Opponent Defense ' Uses N rounds. ' 1d6 rounds hit target; ' endif ' elseif (in Melee Attack Range?) then (yes) ' if (Block/Parry?(against Melee only)) then (yes) ' :1d10+REF+Melee vs Opponent Attack roll ' to intercept the attack. On a roll of 1 ' the object you a parrying with takes ' maximum attack damage. You go before this ' opponent on the next round; ' elseif (Disarm?) then (yes) ' :1d10+REF+Brawling vs Opponent Defense ' knock or remove opponents weapon from ' his hand; ' elseif (Sweep/Trip?) then (yes) ' :1d10+REF+Brawling vs Opponent Defense ' knock opponent to ground +2 to your ' next attack -2 to theirs; ' elseif (Grapple?) then (yes) ' :1d10+REF+Brawling vs Opponent Defense ' grab them and enter a grapple; ' elseif (Melee Attack?) then (yes) ' :1d10+REF+Skill vs Opponent Defense ' hit opponent with weapon(ROF 1), ' unarmed Strike(ROF 2) or Kick(ROF 1); ' endif ' elseif (in a grapple?) then (yes) ' if (Escape?) then (yes) ' :1d10+REF+Brawling or Dodge/Escape vs Opponent Brawling ' you are free of the grapple; ' elseif (Throw?) then (yes) ' :1d10+REF+Brawling vs Opponent Defense ' knock opponent to ground taking 1d6 ' damage, plus makes stun roll at -2.; ' elseif (Hold?) then (yes) ' :1d10+REF+Brawling vs Opponent Defense ' Opppponent is immobilized only able to ' attempt escapes; ' elseif (Choke?) then (yes) ' :1d10+REF+Brawling vs Opponent Defense ' Opponent takes 1d6 damage ignoring SP ' and BTM; ' endif ' elseif (Save?) then (yes) ' :Hold your action for later response; ' elseif (Weapon?) then (yes) ' :Reload or Change Weapon; ' elseif (Vehicle?) then (yes) ' :Mount or dismount a vehicle; ' else (other) ' :Take other action such as ' Repair ' Give medical aid ' perform non-combat task; ' endif repeat while (Character has actions remaining in turn?) repeat while (Any characters have actions left?) : **Resolve Suppressive Fire** //Anyone who was in or passed thru a fire zone takes damage // //from 1d6 rounds unless they take the action to avoid it // //and roll above the save equal to the number of rounds // //divided by the width of the fire zone in meters.//; end @enduml ```