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Dancer Rules: Combat

Game rules

Checking on the Coriolis Discord, I read that the publishers are OK with players recreating tables, figures and data from the RPG source material where the only purpose is the facilitation of playing their game and I hereby promise this is my only intent with this article. Here I've taken the Year Zero Engine to modify the Coriolis rules for my own games - Doctor Weather
Oveall aim for combat: fewer dice rolls and fewer side rules to remember
To see what guiding principles are for my rules changes, please see the Dancer Rules overview.  

Armour, cover and shields

IN DEVELOPMENT   Critical injury
Your weapon must do it's full base damage or more before you can buy a critical injury with successes. If armour, cover or a shield reduces the damage of your weapon then you need to spend extra successes to increase the damage back to at least its full base damage before you can spend further successes on critical injuries.   JUMP TO CONTENTS  

Armour

  Animate - armour feature: subtracts 1 from the number of successes rolled by the attacker
An active defence used by Martyr armour that actively intercepts incoming attacks.   Damage reduction: subtracts from the weapon's total damage dealt
A passive defence where the energy of the attack is reduced by having to go through material or deflected somewhat away from the target.   Ranged-weak - armour feature: representing a weakness in some armours
Armour provides 1 less DR against ranged attacks.  
ARMOURDamage reductionFeaturesExtra featuresTech tier
Light primitive1Bulky, Ranged-weak0P
Heavy primitive2Bulky, Heavy, Ranged-weak0P
Flight suit0-0O
Protective clothing1Ranged-weak0O
Light armour1-0O
Heavy armour2Heavy0O
Exo1Bulky, Thermostatic suit, Vacuum suit, Oxygen supply0O
Reinforced exo1Bulky, Thermostatic suit, Vacuum suit, Oxygen supply2O
Armoured exo2Thermostatic suit, Vacuum suit, Oxygen supply, Reinforced exo servos2A*
Battle exo2Thermostatic suit, Vacuum suit, Oxygen supply, Reinforced exo servos5A*
Martyr's animate armour3Animate, Thermostatic suit, Vacuum suit, Oxygen supply, Reinforced exo servos3F
  JUMP TO CONTENTS  

Cover

  Ranged defence only
Cover provides no active defence like a shield can.   Obscures vision of, or access to, the target - giving an attack penalty
 
Just your legs or one side covered-1
A good half of your body covered-2
Leaning just one side of your body out for a look or a shot-3
Complete, hard coverThe shot is not possible
  Coming out of cover for an attack may reduce the penalty your attacker gets
If you spend time coming out of cover to attack then the GM could reduce the penalty to attack you. For example, 'I hide behind the bulk head' is infinite protection but if you add 'I pop out for a quick shot' it’s -3; for a normal shot -2; for an aimed shot -1.   Cover also provides equivalent of armour ratings
The value depending on the hardness of the material. Your cover's equivalent armour rating stacks with any armour you are wearing, giving a single total to use.   Examples  
ATTACK PENALTYEQUIVALENT ARMOUR
A full-length curtain that you can see through just a little in bright light-30
Ducked behind a chair on the bridge of your ship-21
A raised flowerbed but at least one made of stone-12
  JUMP TO CONTENTS  

Shields

  A choice of defence
Shield users must choose between actively defending or hiding behind their shield.  
SHIELDSACTIVE DEFENCE
Bonus to melee roll
COVERFeaturesTech tier
Shield+2Attack penalty -1
Equivalent armour 1
HeavyP
Riot shield+3Attack penalty -2
Equivalent armour 1
HeavyO
Combat shield+3Attack penalty -2
Equivalent armour 2
HeavyO
  JUMP TO CONTENTS  

Armour piercing

  Ignores damage resistance (DR) of armour and cover
Every point of armour piercing allows you to ignore that much DR from your target's combined armour and cover DR.  
WEAPONAP VALUE
Accelerator carbine1
Accelerator machine gun1
Accelerator rifle1
Accelerator rifle Nestera Parox2
(Accelerator) Twin carbine1
Al Sharaf blade2
(Armour piercing) Missile system2
Thermal rifle1
  JUMP TO CONTENTS  

Autofire

IN DEVELOPMENT
Aims: simulate the threat of a hail of bullets; atacks can put a lot bullets in the air at the cost of reducing accuracy on individual targets (that single-shot is designed to be better at clarifying the benefits of autofire vs. 3 quick shots to make it a proper tactical choice   Attacking open targets
Attack at -2 but +1 damage. You can attack multiple targets but each subsequent target is at a further -1 die. Damage can be spent on physical or stress but armour counts for both.   Suppressing an area
Potential targets in the area suffer 1 stress per turn of suppression. If someone enters the area or comes out of cover for an attack then you count as on overwatch (your attack precedes their action). Such attack rolls are as for open targets but you don’t get the +1 damage.   Running out of ammo
Weapons can autofire for a narrative period before running out of ammo. This can still be affected by DP spends, though with heavier weapons a gun jam might be considered as more appropriate, based on circumstance.  
WEAPON FEATUREWEAPONS HAVING THIS FEATUREOUT OF AMMO RULES
Autofire - SPistolsReload after 3 rounds of combat or DP spend
Autofire - MCarbine, rifle, grapeReload after 8 rounds of combat or DP spend
Autofire - LHeavy weaponOnly runs out of ammo within an encounter through a DP spend; otherwise only runs out of ammo as a plot point covering an extended period of time
  Soldiers resist the stress better than school teachers with high Mind Points
Professional soldiers can buy a talent that allows them to take less stress damage from bullet fire through experience, maybe -2 stress, minimum 1. Martyrs could have access to a second talent to make this even better, as they’re by definition not afraid to die.   JUMP TO CONTENTS  

Critical injuries

  Removing the instant death on critical injury
Being more of a narrative game, I'd rather no character died in Coriolis on a single, lucky dice roll. Yes, they can still die from a serious injury but I want a chance of another PC bringing medical attention over. Moreover, a few rounds to live adds more tension than a simple death perhaps.  
d66InjuryFatal?Time limitEffectHeal time
65Crushed chestYes -2d6 minutesUnconscious until healed
During recovery -2 strength and -2 agility
4d6
66Head traumaYes -2d6 minutesUnconscious until healed
During recovery -1 wits, -1 empathy and -2 agility
4d6
  JUMP TO CONTENTS  

Grappling

  Damage an opponent in a pin (unchanged)
Normal action: unarmed melee roll +2, no defence possible.   Break out of a pin (changed)
Normal action: opposed melee or force roll.   JUMP TO CONTENTS  

Initiative

Extra aim: to make sure combat characters more reliably go first   Action order runs highest to lowest Dexterity
Ties are resolved by rolling Dexterity and acting in the order of most successes, then most fives, then most fours and so on.   Combat Veteran grants +2 and you always win ties against someone without it
Combat Veteran grants a +2 to the Dexterity stat comparison and to any roll off to break a tie. Anyone with Combat Veteran also automatically wins ties against someone without it, without having to roll.   JUMP TO CONTENTS  

Quick shots

  3 quick shots no longer make you run out of ammo
It's just something else to remember and the rules for autofire above now serve to differentiate the two attack choices instead.   JUMP TO CONTENTS  

Success spends

  First success can be spent on a manoeuvre
When attacing, you don't have to spend your first success on doing damage. (I found that when people only get one success it's a little disappointing to not be able to do something interesting or useful.)   Expanded list of options for successes
And I'll keep adding to this as my players get more and more creative.  
EFFECTDAMAGE INCREASE - attack, melee and rangedCOSTMULTI-BUY?
Increase damage+11Y
Critical injury, attacker spendRoll on table
Your attack must do at least its weapon's base damage before you can buy this
Weapon statN
Critical injury rerollReroll and take the best1Y
COUNTER - defender, melee
Decrease damage-11Y
Counter attackDeal damage; can't increase damamge but allows critical1N
Critical injury, defender spendRoll on table
Your counterattack must do at least its weapon's base damage before you can buy this
Weapon stat +1N
MANOEUVRES - attack and defend, melee and ranged
DisarmDisarm1Y
Intimidate1 stress1Y
Raise initiative+2 initiative1Y
MANOEUVRES - attack and defend, melee
GrappleOpponent can't act until they break the grapple1N
Knock backPushed away, further spends increase the distance1Y
Knock downKnock prone1Y
  JUMP TO CONTENTS
Main: Dancer Rules overview Related

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