Ground Combat

Our combat system is very simple: there’s a board hosted using Google Drive. This board is 36x36 tiles. This page explains in depth how the system works. If you are a regular player, you can disregard this page, as its more for DM benefit. You will be trained in this on server during the Gauntlet Run.

= Infantry Combat =

Health and Damage
Every single player and enemy on the board has their health tracked by “Health States.” Every time you’re hit once, you go down by one state. The states are as follows, in order from top to bottom:


 * Healthy. Healthy with no damage dealt.
 * Injured. You’ve sustained some injury but can still fight entirely normally.
 * Wounded. This means you’re badly hurt but still able to fight normally, just remember to RP the fact that you are fighting wounded and should also seek a medic as soon as possible.
 * Critical. At this point you’ve been hit again and are too wounded to fight effectively. You will be down for the next three turns, in which you can’t move but can defend yourself with your sidearm. You are down until three turns pass, an enemy finishes you off, or you’re revived by a medic or teammate. If a Teammate revives you, your state returns to Wounded. The Critical state only exists for player characters.
 * Out. You are now knocked out and out of the combat event. You can only be revived in the ship's medbay, and your character really needs a medievac. You will reach this state if two turns pass after being critical, or if you are finished off by an enemy. You cannot be knocked out in a turn unless you were already critical.
 * If you reach this state in combat we ask that you please RP the fact that you were badly wounded after the event, have yourself recover in the medbay, even have some new prosthetics if you would like.
 * PK. If you are out for three turns and no one has attempted to Medievac you, you are now dead. Your character will be removed from the roster. The PK timer can be stopped completely if someone stabilizes you with a Medigel Injector, which takes two turns.

Barriers
On top of base health states, some characters have Kinetic barriers. If they have any charges in their barrier(the Max is 5), the barrier takes each hit instead of the character’s health, losing one charge with every hit. Barriers recharge after avoiding damage for three consecutive turns, or instantly if someone uses their Multi-tool tech on that character.

Player and NPC Icons
There are several different factions. At the top of the board is every active faction and their forces. Different factions will have different colors. Each individual unit has a number which also indicates the turn order for player units.


 * Green = Our Units
 * Blue = Authority
 * Red = Empire
 * Orange = Space Criminals
 * Purple = Void Cult
 * Dark Red = Hostile Creatures
 * Black = Misc. Factions
 * Orange Tiles = MECA, will be marked with the colored number of its pilot

Tile Colors
In addition there are a variety of colored tiles to indicate what is on the battlefield.


 * Brown = Standard Ground.
 * Grey = Usable Cover. You can shoot over this.
 * Dark Gold = Sand or Mud. -1 to movement on these tiles.
 * Dark Red = Solid Wall. You can not shoot through this, nor see past it.
 * Black = Inaccessible Tile. You can shoot over this.
 * Light Blue = Deployable Cover. This will be marked with the number of whoever placed it.
 * Azure Blue = Water. You can swim through this but while swimming you have a -2 to movement and can’t do any actions.
 * Dark Blue = Door.
 * Violet = Electronic Door.
 * Red tile with # = Harmful Hazard, such as barbed wire. Walking through this will require a roll (1d10) to determine if you are harmed by it. These are otherwise standard ground tiles.

Other Symbols
Lastly, there are a number of Symbols we use on the board…


 * @ = Objective Point. In addition this comes in the following colors: Blue means a destination, Red means a target for neutralization, Orange means a point to defend or a VIP.
 * # = Smoke. You cannot fire through this without tactical vision. You can walk through this and you can melee or fire on targets on tiles next to you while in it.
 * ¡¡¡ = Ammunition. Go here to resupply.
 * «» = Support Weapon Pickup. Cannot be resupplied, does not occupy a weapon slot, and is removed when it runs out of ammo or at the end of the mission.
 * ! = Interactive object. If you encounter one, ping your DM for more information.

Cover
There are multiple ways to take cover, don’t get caught out in the open!


 * Go prone. If you go Prone in lieu of your second action, you can add +1 to both offensive and defensive rolls.
 * Get in actual cover. If you’re hiding behind a piece of cover, Add +3 to defensive rolls.

Turns and Weapons
You may move up to 7 tiles by default if fully standing, if prone you may crawl forward a single square, or stand up and run. If you do the latter, to prone again will take up one of your two actions. In the same turn, you may perform two actions. You may also choose to prone if you’d like and aren’t in cover. Weapon attributes are as follows:

Primary Weapons

 * Assault Rifles: 10 Tiles. Three round burst fired every attack. Roll 1d30 to determine hits, and if you have one double your accuracy bonus. 10+ is 1 hit, 20+ is 2 hits, 30+ is three hits. 60 Max Ammo.
 * DMRs: 14 Tiles. Roll 1d20 to determine hits. If you roll 15+, it’s a headshot for triple damage. 30 Max Ammo.
 * Shotguns: 6 tiles. Automatically does double damage. Roll 1d10 to determine hit. If within 3 tiles, add a +2 roll bonus. 24 Max Ammo.
 * Sniper Rifles: Uses both actions for your turn to fire, range is 20 tiles. Roll 1d20+1 to determine hit. Deals triple damage. If you roll 17+, it’s a headshot for double the base damage. 20 Max Ammo.
 * Explosives Launchers: Does Double damage on the tile it hits, and does standard damage to the four tiles touching the hit location. Does triple damage to MECA. Negates cover bonuses. Range is 8 tiles. Roll 1d20 for every single potential hit. 18 Max Ammo.
 * PDWs: 7 Tiles. Fires four times. Roll 1d40 to determine hits. Accuracy bonuses are doubled. 10+ is one hit, 20+ is 2 hits, 30+ is 3 hits, 40+ is 4 hits. 72 Max Ammo.
 * Machine Guns: 8 Tiles. Machine Guns are the most complicated weapons in the game and therefore are recommended only for seasoned players. Fires Salvos of 8 rounds. Roll 1d80 to determine hits, every 10 points on the roll is a hit, triple roll bonus. 150 Max Ammo. Machine guns obey the following special rules:
 * Before you can fire the weapon consumes one action to set up/spool up. You will have to do this again any time you move, or perform any action that isn’t firing the weapon.
 * Every consecutive salvo fired docks a consecutive -3 off of your offensive rolls, due to overheat and high recoil/spread. To mitigate this you must use an action to exchange your barrel/otherwise cool your weapon.
 * -1 to movement at all times if this is your primary weapon.
 * Plasmacasters: 5 Tiles. Fires a Jet of unfocused superheated plasma. Fires in bursts of 4. Roll 1d40 and double your roll bonus to determine hits. Alternatively, you can also create environmental hazards of up to 4 Tiles. 72 Max Ammo.

Secondary Weapons

 * Melee: Always does double damage, Instakill if you take an enemy by surprise. Single Tile Range. Roll 1d20+4 to determine hit, including your roll bonus.
 * Handguns: 8 Tiles. Fires Twice. 1d25 to determine hits, 10+ is one hit, 20+ is 2. 40 Max ammo.
 * Machine Pistols: 6 Tiles. Fires four times. Roll 1d40 for hits, double roll bonus. 10+ is one hit, 20+ is 2, 30+ is 3, and 40 is 4. 48 Max Ammo.
 * Revolvers: 10 Tiles. Roll 1d20 to determine hits. Deals double damage. 18 Max ammo.
 * Disruptors: 7 Tiles. Does no damage but stuns enemies for the next turn. Roll 1d20 to determine hit. 20 Max Ammo.

After you take your turn, head back into your designated event RP channel and RP out what happened on your turn.

Note that you can RP when it’s not your turn, you just can’t make moves like change cover status, fire, or move around.

Faction turns
After the player units take their turns, the other factions will have the ability to make their moves. If you are shot at, you will need to roll for the enemy's weapon for every single time you’re shot at, adding cover or prone buffs. We determine hits by taking the difference of the roll, so if you are shot at by an assault rifle and you roll a 19, 30-19=11, therefore the enemy hits you once.

Boss Fights
Infantry Bosses utilize the same Health system as MECA do, with their HP being a number. Bosses are represented on the board by a |B|. Unlike normal enemies, who only have a single weapon and sometimes an Ability, Bosses have two weapons and a full suite of abilities including an Ultimate. Bosses may also perform a total of 4 actions per turn! Defeating a Boss awards 3 XP Points to every person in the Campaign, as they tend to require teamwork to take down!

PvP
For PvP situations, players roll against each other. The attacking player rolls, then the defensive player rolls. If the attacking player rolls higher after bonuses, then the attacks are hits. If it’s a burst, the difference between the two numbers determines hits.

= MECA = Mobile Exoskeleton Combat Automata, or MECA units, act as our heavy vehicles. MECA take up a 2x3 space on the board and have two weakpoint tiles depending on the class of MECA. Also, they use a number for health instead of states. MECA are very large, and therefore when not shooting at a weak point, the attacker gains a +3 to their offensive roll, and a MECA Pilot has a -3 to their defensive roll. By default, each hit does 1 damage to the MECA, with the following exception rules, bonus damage stacking:


 * A hit on a weak point does double damage.
 * Explosive weapons do automatic double damage.
 * MECA are immune to hits from PDWs, Shotguns, and all secondary weapons except to the weak points.

Each MECA can move up to five tiles per turn and perform non-movement actions twice just like infantry. Unlike infantry, they have specific classes with specific abilities and weapon slots.

For MECA classes, see the MECA document.

MECA give Double XP when killed.