Zone-Based Combat
Mar 30, 2019 20:50:09 GMT -6
Post by Traskus on Mar 30, 2019 20:50:09 GMT -6
In the interests of finding a way to not need a map or to draw lines to determine all movements on one, I'm appropriating Shazbest's zone-based combat rules (with his permission) with some edits I made.
Definition
A zone is a clearly defined space where combat takes place like entire rooms, city streets, yards, etc. If a zone's boundaries are not clearly defined (e.g. wide open fields) then assume a zone is a 10 square meter area with a 3m height. A character cannot move through zones vertically unless they have some means of sustained z-axis movement.
Movement
Characters can freely move inside a zone, but moving to an adjacent zone is a Half Move/Half Action and moving two zones is a Full Move/Full Action.
A zone is a clearly defined space where combat takes place like entire rooms, city streets, yards, etc. If a zone's boundaries are not clearly defined (e.g. wide open fields) then assume a zone is a 10 square meter area with a 3m height. A character cannot move through zones vertically unless they have some means of sustained z-axis movement.
Movement
Characters can freely move inside a zone, but moving to an adjacent zone is a Half Move/Half Action and moving two zones is a Full Move/Full Action.
Whenever a feat, ability, power, etc. makes reference to "half move" or "half speed," replace it with "up to one adjacent zone." For "full move" or "full speed," replace it with "up to two adjacent zones."
Melee Engagement
When you successfully attack or are successfully attacked in melee combat, you are considered engaged. You may only be engaged to one enemy, but multiple enemies may be engaged to you (in which case follow the rules for ganging up). This changes how certain actions in combat work, listed below.
Ranged Combat
For guns and other range-relevant attacks: attacks within the same zone are considered point-blank, one zone away is short range, two zones away are normal range, three zones away are long range, four zones away are extreme range, and five zones away or more are beyond the range of your gun. This leads to jank, I'm certain.
Escaping Combat
If you wish to escape from combat, you must first be at least one zone away from any opponents, then compare your Speed with anybody chasing you. The escapee and pursuers each roll 1d10 and add that to their own speeds. If a character has fleet of foot, add another 1d10. If the escapee wins, they successfully escape. If the pursuer wins, the escapee does not escape.
Other interactions
Attacks with the Blast property roll to hit against a number of enemies in a zone equal to the Blast Rating. If the Blast Rating is higher than 10, the attacker can choose targets in a single adjacent zone, plus another per every increment of 10.
If you wish to escape from combat, you must first be at least one zone away from any opponents, then compare your Speed with anybody chasing you. The escapee and pursuers each roll 1d10 and add that to their own speeds. If a character has fleet of foot, add another 1d10. If the escapee wins, they successfully escape. If the pursuer wins, the escapee does not escape.
Other interactions
Attacks with the Blast property roll to hit against a number of enemies in a zone equal to the Blast Rating. If the Blast Rating is higher than 10, the attacker can choose targets in a single adjacent zone, plus another per every increment of 10.
Bull Rush: This action can be used to push opponents to an adjacent zone and/or disengage melee with them.
Charge: Charges can be used to move and attack foes in either an adjacent zone or the same zone. You may not charge a target you are currently engaged in melee with.
Overwatch: The kill zone is the zone the firer is in and one adjacent zone of their choice.
Shift: You may move to an adjacent zone without triggering opportunity attacks from moving past an opponent.
Suppressing Fire: The kill zone is the zone the firer is in and one adjacent zone of their choice.
Tactical Advance: You may move up to two zones and benefit from the cover of the location you left.
Withdraw: You may disengage from melee combat and move to an adjacent zone if desired.
Racial Abilities
Warp Step: This qualifies as a half move or full move that does not provoke, or a successful escape attempt.
Spells
Mislead This spell allows you to move up to two zones away instead of full movement speed.
Gun Kata
(Point Blank) Bullet Dance Technique: You may force a target hit by this attack to move up to one zone away.
This is heavily WIP, if it isn't obvious.