Dancer Rules: Combat
Game rules
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.
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
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.
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Cover provides no active defence like a shield can. Obscures vision of, or access to, the target - giving an attack penalty
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
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Shield users must choose between actively defending or hiding behind their shield.
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Every point of armour piercing allows you to ignore that much DR from your target's combined armour and cover DR.
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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.
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
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.
JUMP TO CONTENTS
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
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
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
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.
JUMP TO CONTENTS
To see what guiding principles are for my rules changes, please see the Dancer Rules overview.
Armour, cover and shields
IN DEVELOPMENT Critical injuryYour 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 attackerAn 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.
ARMOUR | Damage reduction | Features | Extra features | Tech tier |
---|---|---|---|---|
Light primitive | 1 | Bulky, Ranged-weak | 0 | P |
Heavy primitive | 2 | Bulky, Heavy, Ranged-weak | 0 | P |
Flight suit | 0 | - | 0 | O |
Protective clothing | 1 | Ranged-weak | 0 | O |
Light armour | 1 | - | 0 | O |
Heavy armour | 2 | Heavy | 0 | O |
Exo | 1 | Bulky, Thermostatic suit, Vacuum suit, Oxygen supply | 0 | O |
Reinforced exo | 1 | Bulky, Thermostatic suit, Vacuum suit, Oxygen supply | 2 | O |
Armoured exo | 2 | Thermostatic suit, Vacuum suit, Oxygen supply, Reinforced exo servos | 2 | A* |
Battle exo | 2 | Thermostatic suit, Vacuum suit, Oxygen supply, Reinforced exo servos | 5 | A* |
Martyr's animate armour | 3 | Animate, Thermostatic suit, Vacuum suit, Oxygen supply, Reinforced exo servos | 3 | F |
Cover
Ranged defence onlyCover 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 cover | The shot is not possible |
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 PENALTY | EQUIVALENT ARMOUR | |
---|---|---|
A full-length curtain that you can see through just a little in bright light | -3 | 0 |
Ducked behind a chair on the bridge of your ship | -2 | 1 |
A raised flowerbed but at least one made of stone | -1 | 2 |
Shields
A choice of defenceShield users must choose between actively defending or hiding behind their shield.
SHIELDS | ACTIVE DEFENCE Bonus to melee roll | COVER | Features | Tech tier | |
---|---|---|---|---|---|
Shield | +2 | Attack penalty -1 Equivalent armour 1 | Heavy | P | |
Riot shield | +3 | Attack penalty -2 Equivalent armour 1 | Heavy | O | |
Combat shield | +3 | Attack penalty -2 Equivalent armour 2 | Heavy | O | |
Armour piercing
Ignores damage resistance (DR) of armour and coverEvery point of armour piercing allows you to ignore that much DR from your target's combined armour and cover DR.
WEAPON | AP VALUE |
---|---|
Accelerator carbine | 1 |
Accelerator machine gun | 1 |
Accelerator rifle | 1 |
Accelerator rifle Nestera Parox | 2 |
(Accelerator) Twin carbine | 1 |
Al Sharaf blade | 2 |
(Armour piercing) Missile system | 2 |
Thermal rifle | 1 |
Autofire
IN DEVELOPMENTAims: 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 FEATURE | WEAPONS HAVING THIS FEATURE | OUT OF AMMO RULES |
---|---|---|
Autofire - S | Pistols | Reload after 3 rounds of combat or DP spend |
Autofire - M | Carbine, rifle, grape | Reload after 8 rounds of combat or DP spend |
Autofire - L | Heavy weapon | Only 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 |
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 injuryBeing 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.
d66 | Injury | Fatal? | Time limit | Effect | Heal time |
---|---|---|---|---|---|
65 | Crushed chest | Yes -2 | d6 minutes | Unconscious until healed During recovery -2 strength and -2 agility | 4d6 |
66 | Head trauma | Yes -2 | d6 minutes | Unconscious until healed During recovery -1 wits, -1 empathy and -2 agility | 4d6 |
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 DexterityTies 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 ammoIt'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 manoeuvreWhen 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.
EFFECT | DAMAGE INCREASE - attack, melee and ranged | COST | MULTI-BUY? |
---|---|---|---|
Increase damage | +1 | 1 | Y |
Critical injury, attacker spend | Roll on table Your attack must do at least its weapon's base damage before you can buy this | Weapon stat | N |
Critical injury reroll | Reroll and take the best | 1 | Y |
COUNTER - defender, melee | |||
Decrease damage | -1 | 1 | Y |
Counter attack | Deal damage; can't increase damamge but allows critical | 1 | N |
Critical injury, defender spend | Roll on table Your counterattack must do at least its weapon's base damage before you can buy this | Weapon stat +1 | N |
MANOEUVRES - attack and defend, melee and ranged | |||
Disarm | Disarm | 1 | Y |
Intimidate | 1 stress | 1 | Y |
Raise initiative | +2 initiative | 1 | Y |
MANOEUVRES - attack and defend, melee | |||
Grapple | Opponent can't act until they break the grapple | 1 | N |
Knock back | Pushed away, further spends increase the distance | 1 | Y |
Knock down | Knock prone | 1 | Y |
Main: Dancer Rules overview
Related
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- Combat rules reference
- Dancer Rules overview
- Dancer rules: Character development
- Dancer rules: Gear and equipment
- Dancer rules: Portal jumps without stasis
- Dancer rules: Praying to the Icons
- Dancer rules: Skills
- GM style overview
- House rules summary
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