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Combat And Core Rules

In document Far Trek Final v2 Microlite20 (Page 31-34)

Roll d6 + DEX bonus for initiative order.

Highest total acts first, then next highest, etc. Only roll once, on the first round of combat—the order stays the same for subsequent rounds. Everyone can do one thing each round: move, attack, dodge, operate a vehicle, etc.

COMBAT

Combat occurs as either a melee (hand to hand) attack or a ranged attack.

Your ST attribute is used to resolve all melee attacks and your DX is the attribute used to help resolve all ranged attacks.

To make any combat roll the attacker and defender each roll:

3d6 + add skill rank + add whatever Attribute bonus is most applicable + any situation modifiers

Melee attack = 3d6+ ST bonus + Appropriate Skill Armor Protection

While armor is generally not worn or used in FAR TREK, its effect is simply to lessen the chances of damage taken. Add your armor bonus to any die roll test to stay in the fight.

Some characters that wear armor, or are naturally hardier may have a bonus to their roll to remain conscious. For example Gorn have a natural armor of +2 so a Gorn would roll 3d6+ST+ 2 for their armor to remain conscious whenever they take damage. If at any point the roll is failed, the character immediately falls unconscious and is out of the fight. Whether a character is hit with a spear, a knife, or a bullet or a fist the same tests are made.

Ranged attacks = 3d6+ DX bonus + Appropriate Skill Ranged Combat.

Shooting a ranged weapon into a crowded melee is not a good idea—if you do, toll 2d6 instead of 3d6 in the attempt. All other modifiers for skill, attribute, etc. apply normally.

Ranged Penalties.

If your target is relatively close, there is no penalty to hit for range. If it's mid-range for the weapon you're using (judgment call), take a -2. If it's farther out than that, the referee will assign a -4 to -8 penalty to hit, depending on his judgment of how far away the target is.

Maneuvers

Maneuvers are things you can do in combat in lieu of a normal attack.

Aim.

Taking a full round to aim with a ranged weapon will add +2 to hit, but you are at -2 in defense rolls

Dodge.

You can forgo your next attack at any time and instead dodge out of the way. Roll 3d6+DX. The total is your opponent’s effective TN to hit you until your next attack comes up. The referee may modify your check by +2 or -2 (or more) to reflect the amount of cover in the area and how the local terrain affects your mobility.

Grab.

Make an Active Test against your target. . If the attacker wins, the target is grappled, loses his DX bonus and is physically restrained by the attacker. If the target wins, the grapple fails. Every time the target's action comes up he can make another Active Test to either throw off the grapple or reverse the grapple.

Every time the attacker's action comes up, he can do something, such as inflict unarmed damage, strip an item from them, or move or throw the target somewhere (potentially also doing unarmed damage). It's the referees judgment call if an action is reasonable or not.

Sneak attack.

If you successfully sneak up on someone, or otherwise catch them

unawares you automatically hit them, the first hit has your opponent make a TN 17 to stay conscious.

Take Cover.

If you duck behind an object, you can gain +1 to +6 to your armor defense depending on the extent of the cover (light cover = +1 all the way to nearly complete = +6).

Throw an explosive.

These weapons (usually grenades) require the attacker to make a Ranged Attack (no penalty) targeting a particular 5 foot by 5 foot area, which is a TN 14 roll. Anyone caught within the blast radius can must pass a static test to stay in the fight. Referee can make the TN 14 or 17 depending upon strength of explosive.

Two weapons.

You can wield two light weapons and attack with both in a round if you take a -2 penalty on both attack rolls. It's up to the referee what counts as a light weapon.

Fate Points

Characters begin each session with 1 Fate Point (more if they have the Heroic Talent or are Human).

Each Fate Point can be used in several ways:

• Add +3 to any roll, but only before the referee declares the results of the roll.

• Add +3 to defense rolls for one round.

• Recover from being knocked out instantly. You spend your current action catching your breath.

• Bring your character back from the dead...in the next adventure.

Only 1 Fate Point can be spent per round.

Recovering Fate Points

• Moral High Ground:

Whenever a character or group of characters make a difficult moral decision or behave in risky ways consistent with Starfleet behavior they will regain 1 Fate Point.

For example, allowing an enemy the first strike in starship combat to fully ascertain their intentions, following the Prime Directive even though it would be a lot easier to circumvent it, refraining from taking life needlessly, even if it is an enemy. The referee decides when to award Moral High Ground, but it should be a situation where taking the high road causes the group a great deal of inconvenience.

• Every time your character does something particularly impressive or achieves a goal of some sort, the referee may award one Fate Point.

• Every time you roll a natural 18, you gain 1 Fate Point.

• Every time you start a new session, the Fate Point pool is fully refreshed.

Any unused Fate Points from the previous session are lost.

Don't hoard your Fate Points—they're meant to be used!

Other Hazards

Falling: 3d+DX+Athletics vs TN decided by referee. Damage can be broken leg, twisted ankle or worse if the referee decides.

Extreme Heat & Cold:

If not wearing suitable protection, 3d+STR save once every 10 minutes vs.

TN 14, +1 per previous check), t Lava:

Player is burned and scarred. Damage continues until lava is removed or quenched.

Poison:

3d+ST vs Poison TN save to avoid going unconscious and slipping into a coma. Effect varies with poison type.

Radiation:

TN increases and a save must be made each round to stay conscious.

Damage is potentially much higher in very hard radiation. A radiation suit reduces TN by 2 points for each test.

In document Far Trek Final v2 Microlite20 (Page 31-34)