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Coordinated Attacks

This Combat Modifier allows two or more characters to “coordinate” so their attacks are more effective against a single opponent.

HOW TO COORDINATE

Before any two (or more) characters can Coor- dinate attacks, at the very least they must have fought together or trained together in the past. This training can be “in the field” during typical combats, or the characters can deliberately spend time practicing Coordinating their attacks. A character cannot “Coordinate” with himself.

To Coordinate attacks, the characters must attack on the same DEX on the same Phase (the attacks are considered to occur simultaneously). Faster characters may have to Hold their Actions to wait for comrades who have lower DEXs. If the combat is particularly confusing or noisy, the GM might require the characters to make a PER Roll to notice the cue to attack.

Even though Coordinated attacks are consid- ered to occur “simultaneously,” if one of them would reduce the target’s DCV or otherwise make the target easier to hit or harm, it’s considered to occur “last.” For example, suppose two characters want to Coordinate an attack where one of them

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Grabs-and-Squeezes the target while the other punches him (thus combining the STUN damage from the punch and the Squeeze). Since a Grab reduces the victim’s DCV, that part of the attack is considered to occur “last” so the character who’s punching the target has to make his attack against the target’s normal DCV.

When characters try to Coordinate, they must make an appropriate Skill or Characteristic Roll to see if they succeed. Typically they have to use the Agility Skill Teamwork, which represents their ability to Coordinate properly (see 6E1 91). However, at the GM’s option, a character who doesn’t know Teamwork can make a DEX Roll or Tactics roll, with negative modifiers to simulate his lack of experience fighting together with other characters (a flat 8- chance to Coordinate may be appropriate in some situations).

EFFECTS OF COORDINATING

If two or more characters successfully Coordi- nate, there are several effects. First, Coordinating attacks may make the target easier to hit (see

Multiple Attackers, below). Second, Coordinated

attacks are more likely to Stun the target. When two or more attackers successfully Coordinate their attacks, each of them rolls his damage as usual for the type of attack he used. However, any STUN damage the target takes after applying his defenses adds together for the purpose of deter- mining whether he’s Stunned. If the Knockback rule is being used, Knockback is determined normally for each attack, then added together.

Typically, characters can Coordinate any types of attacks that do damage. However, Mental Powers that do damage, such as Mental Blasts, generally cannot be Coordinated with attacks that do physical damage (the GM must decide when attacks can be Coordinated based on the nature of the Powers involved, the attacks’ special effects, and the circumstances). Mental Powers that do damage can be Coordinated with other Mental Powers that do damage in the usual fashion (to “coordinate” continuing-effect Mental Powers, use the rules for complementary Mental Powers on 6E1 152). When Coordinating the effects of Powers like Dispel, which don’t directly cause damage, add the effect rolls together, or use some other common-sense result.

Because the point of Coordinating is to improve the chances of Stunning a target, charac- ters cannot Coordinate attacks that don’t do STUN damage (or the types of damage described above). For example, characters can’t Coordinate their Grabs to somehow obtain a “better” Grab effect.

In the event one or more characters involved in a Coordinated attack uses an attack or power that somehow lowers the target’s DCV, the lowering does not apply to any attacks used in that Coor- dinated attack. Depending on how the lowering works, it might apply in later Segments, or to other attacks (not a part of the Coordinated attack) that take place in the same Segment but after the Coor- dinated attack occurs.

Example: Arkelos the mage (SPD 3, DEX 18)

and Chiron the rogue (SPD 4, DEX 20) attack a dragon who just incinerated their friend the paladin. They decide to Coordinate their attacks. On Segment 6, Chiron holds his attack. On Segment 8, Arkelos has a Phase, and on DEX 18, they both attack (Chiron uses his Held Action). Chiron’s sword does 15 STUN after defenses, Arkelos’s flame bolt does 18 STUN after defenses. The damage is totaled for the purposes of seeing whether the dragon is Stunned. Since 15 + 18 = 33 STUN is greater than the dragon’s 28 CON, the dragon is Stunned. Whew!

Coordinating works the same even if different types of attacks are used (such as a Normal Damage attack and a Killing Damage attack, or a Normal Damage attack and a Drain), or if the campaign uses the Hit Location rules. Each attack applies against its relevant defenses in the regular manner, modified by Hit Locations as appropriate. When you determine the total STUN damage the target takes after applying the relevant defenses to reduce each attack’s damage, add it together to find out if he’s Stunned.

Encumbrance

A character who carries around heavy equip- ment or objects may become encumbered, and therefore not able to fight and move as well. He also finds it difficult to perform acts requiring agility (i.e., a DEX Roll). The Encumbrance rules should only be used in Heroic campaigns (except regarding movement, in which case they also apply to Superheroic campaigns).

To determine Encumbrance, calculate the total weight of all the items a character carries. This includes both worn items (such as his armor, clothing, backpack, and sheathed weapons) and any items carried in his hands. Since a character often carries around a fair number of miscella- neous items, he should probably add one or two kilograms to the total. The GM must decide the weight of any items not listed. Compare this total weight to Encumbrance Table I. Encumbrance Table II provides a quick reference suitable to most Heroic campaigns.

Because the Encumbrance movement penal- ties can become severe, GMs may wish to modify the rules slightly for characters who only have the standard 4m of Swimming. For any level of Encumbrance from 50-89%, a character in the water cannot move, but can tread water and keep himself afloat by paying the END for his Swim- ming and his Encumbrance. At 90% Encumbrance and above, the character can only tread water by paying double those END costs. At 100%+, the character sinks like a stone.

ENCUMBRANCE TABlE I