Tag: Warfare

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  • Combat Manoeuvre

    Combat manoeuvres are actions that can be undertaken during combat. [[Dodge | Dodge]] [[Combat Throw]] [[Combat Trip]]

  • Detonation

    After a target is primed by a power, a second attack by a Detonator power will cause an explosion. A detonation causes 500 damage to the direct target it hits and 250 damage in a 1 meter Radius.

  • Range

    The range from the attacker to his target plays a role in his chance to hit. Each Step up the Range Increment chart decreases the attacker's chance to hit. Range * Short: +20% * Medium: No Change * Long: -20% * Extreme: -40%

  • Critical Hit

    Every weapon has a critical hit ratio. Basically this is the percent chance that a gun has of achieving a headshot, this increases damage done to the target. Upon making an [[Attack Roll]] you first determine whether or not the attack was a success and …

  • Attack Roll

    Attacks are resolved in combat by using D% dice. Each attack has a chance to hit based on factors like [[Cover]] [[Range | Range]] and Target [[Size]]. Compare the roll to the target number. if the roll is lower than the target number, at least one of …

  • Ammunition

    Ammunition is applied to all weapons brought on the mission. it lasts for the entire mission *Name:* Armor Piercing I *Effect:* *Cost:* 1000C *Name:* Armor Piercing II *Effect:* *Cost:* 2000C *Name:* Armor piercing III *Effect:* *Cost:* …

  • Warfare

    Combat is fought in turns, each lasting 6 seconds, so that 10 turns take a minute. A character can take two half-turn actions and a free action. h4. Actions in Combat Semi-Auto shot: Half-turn action, a single shot from your firearm. Burst shot: …

  • Missions

    Missions are dangerous adventures usually with 3 objectives but separated into 10 waves. A wave is an encounter (usually combat)

  • Kinetic Shields and Barriers

    "Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to …

  • Cover

    The cover between the attacker and his target plays a role in his chance to hit. Each Step up cover chart decreases the attacker’s chance to hit. *Cover* Low Cover: -20% Medium: -60% Full Cover: -100%