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Combat Points

In document The Swing Reality Guide (Page 78-81)

Combat Points are what a character uses to act and react while in combat. These are divided into Action Points and Reaction Points. The main difference between the two sets is that Reaction Points can not be used to attack another character (with the exception of Target of Opportunity).

Action Points

Action Points (AP) are Combat Points that are set aside to use when it is your turn to act. These are only used during your action phase. Once your action phase is over, any Action Points that were set aside for actions this round and not used are discarded until next round; they may not be used for reactions.

Examples of Actions

Reading weapon, moving, using an item, mounting a vehicle/animal, using a weapon

Reaction Points

Reaction Points (RAP) are Combat Points that are set aside to use as a reaction to someone else’s action. These can be used after an enemy or a teammate has performed an action. To use a reaction, a player simply states they are using reaction points. Some reactions can be performed without special needs (such as dodge and duck); however, some reactions (blocking an exit, target of opportunity, etc.) may require that you have a higher initiative or some other prerequisite.

Reaction Points can not be used to attack another character (with the exception of Target of Opportunity). Characters may only react to events involving their characters if they have not had their action phase. If their action phase has past, then they may react to events involving others (such as, tackling a character before they have their proverbial head blown off).

Examples of Reactions

Repositioning oneself, target of opportunity, preventing escape, dodge, duck

Full Round Actions

Some actions require the full length of the round and sometimes even multiple rounds to complete. During these actions a character cannot perform any reactions or for that matter any other actions. In the case of actions that require multiple rounds, after the end of each round they may opt to fail the task at hand and move on to another action or continue with the action. All full round actions require a Focused Combat Mode.

Examples of Full Round Actions

Scan, sprint, search

Free Actions

Some actions are considered inconsequential and therefore require no expenditure of action points. These actions do not cost any Combat Points. Keep in mind that you do only have 10 seconds in which to perform all of your actions, while talking is a free action, a three hour conversation with the enemy is not possible.

Examples of Free Actions

Talking, drop item in hand, gesture, changing weapon hands

Initiative

Who performs their actions First? Second? Last? This is where Initiative comes into play. The Swing uses a Secret Initiative System. In real life you do not always know who has the upper hand, you therefore have to base your actions off of what you think of the situation will be. This is how Initiative works in The Swing.

First, everyone divides up their available Combat Points into Action and Reaction Points. Then every one must declare their first action, with a minimum of 1 AP cost. This action has to include an expenditure of APs, it can not be a free action (such as, I scan my immediate area or I look at my watch, in order to save APs). Then everyone rolls their Perception Die Code to determine the order of combat.

I. Roll your Perception Die Code only

II. The character with the highest total goes first, lowest total goes last.

III. In the case of a tie, the character who has the higher Perception die codes acts, if they have the same die code – highest Intuition, Dexterity, Intelligence, Wits, Attitude, Strength and finally Charisma.

A character must perform their 1st action (how else would we see those individuals sticking their heads out and end up getting shot at). A character might be able to alter their course of action. In order to cancel the action, a character must spend 2 Combat Points (these can come from any combination of Action and Reaction Points). The action is canceled and the character has lost the APs set aside for the action (in addition to the 2 Combat Points cost for cancellation).

A character's first action must take place even before a dodge may be performed. Therefore, cancellation is a must for any character that is acted upon before their initiative has begun and wishes to dodge another's action. The character can opt not to cancel their action, however, and forgo the dodge.

Movement

There are six different movement types in this game; walk, jog, run, sprint; jump and dive. The differences being how fast your character moves in one round of combat.

Walking

• Walking costs no fatigue.

• Crawling, Duck-Walking, etc are all considered walking for Fatigue and Action Points

• Walking costs 1 CP per Square. • A character may walk backwards. Jogging

• Jogging costs 1 fatigue per round.

• Jogging costs 1 CP per Two Squares. A character must move in even increments (must move 2, 4, 6, 8, 10… Squares at a time). • A character may jog backwards.

Running

• Running costs 2 fatigue points per round. • Running costs 1 CP per Three Squares. A

character must move in increments of three Squares at a time (3, 6, 9, 12, 15… Squares at a time).

• A character may not run backwards.

Sprinting

• Sprinting costs 3 fatigue per round.

• Sprinting costs 1 CP per Five Squares. A character must move in increments of five Squares at a time (5, 10, 15, 20, 25… Squares at a time).

• This does mean that characters with a D4 Perception can never sprint, unless they augment their skill somehow.

• Sprinting is a full round action. However, a character does not need to spend all their action points sprinting; they can just not perform any other actions or reactions.

• A character can only sprint in the direction they are currently facing and are limited to one face change per CP worth of movement (basically one face change per every 5 squares).

• A character may not sprint backwards. Jumping

• The distance a character can jump is based upon Movement Mode and Strength Die Code

o Walk / Standing = Jump Rating in Squares

o Jog = 2x Jump Rating in Squares o Run = 3x Jump Rating in Squares o Sprinting Characters can not jump o A character must jump the distance set

per their movement, they can not jump less nor can they jump more. • Jumping costs +1 fatigue points

• Jumping costs +1 CP per Square, in addition to movement mode CP.

o Ex: Running/Jumping 3 Squares = 4 CP, 1 for the movement mode, 3 for the jump (1 per Square).

o Total distance is calculated with the movement rate.

o If Running – Run = 3, Jump = 3, then total move would be 6 Squares Diving

• The distance a character dives is based off their Movement Mode just prior to the dive action.

o Crawl & Sprint = No dive possible o Walk = 1 Square

o Jog = 2 Squares o Run = 3 Squares

o A character must dive the distance set per their movement, they can not dive less nor can they dive more.

• Diving costs +2 fatigue points • Diving costs 2 CP

A character is not able to run as fast as possible and be able to stop on a dime. That is the basis for mandatory movement increments. They represent the natural acceleration and deceleration that you would experience as you moved.

Elevation Changes

• Uphill - for each 1 meter elevation change lose an additional square from total movement for the given movement mode.

Example

While using running mode and climbing a hill that is one meter tall, it costs one movement for entering the square, but also one movement for elevation change, leaving 1 movement left.

• Downhill - gain one square per 1 meter elevation change.

Example

While using running mode and moving down a 1 meter tall hill, it cost 1 movement for entering the square; however, you gain an additional square of movement for going downhill, so your total movement left is 3 squares.

Climbing

• Climbing is not a movement mode. It is an action.

o Climbing means changing elevation by means of ladders, ropes, boxes, etc. o Each 1 meter of distance climbed

costs 3 CP and 1 Fatigue. Valid Movements

So, how can your character move?

Without changing facing, a character can move into any adjacent square. However, the direction a character faces is critical for determining combat mode. Their facing can be changed for the cost of 1 CP.

The only exception to this is in regards to movement. You do not have to change facing to enter a square. As humans we have the ability to walk sideways, backwards, and even forward. You can at your discretion change facing, though, at any time through your movement by simply paying the cost for the facing change.

This allows you to act/react to events that were previously not within your Combat Mode.

From start to finish, decide the path that your character will travel, you do not have to travel in a straight line, there are reasons to dart back and forth. Count each square in between and the ending square; this is the total movement squares.

Example

In the above picture, the total movement squares = 6, (1 for the end and 5 for the path).

In document The Swing Reality Guide (Page 78-81)