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INSIGHT

RPG SYSTEM

SIMPLIFIED COMBAT RULES


by Even V. Rssland

www.insight-rpg.com
2014 Neomedia Even V. Rssland
ALL RIGHTS RESERVED. Any unauthorized reprint or use of this material is prohibited. No part of this
book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage and retrieval system without express written
permission from the author except for the use of brief quotations in a book review or scholarly journal.

First Edition: 2014


PDF version 1.1

Published by
Neomedia Even V. Rssland (NEVR)
4879 Grimstad, Norway
www.nevr.no

Simplified Combat Rules


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Round Starts
Determine Initiative Sequence
Play by Turn
(Movement +) Combat Action, or
(Movement +) Mode Action
Round Ends
Endurance Roll

Combat Round

The Combat Round starts with the participant that has the highest
Initiative. When all participants have made their Actions by turn, the
Combat Round ends.

Combat Action

A Combat Action is either an Attack or a Special Attack. The


weapon size determines how many Action Points you must spend.
Performing special attacks costs extra Action Points, e.g. Called Shot
using a medium weapon costs 2+1 = 3 Action Points.

Mode Action

A Mode Action initiates a Mode that lasts until you make another Action.

Free Action

A Free Action is an Action that doesnt cost Action Points. Normal


Movement (5 tiles) and Defensive Rolls (when attacked) are Free Actions.

Combat Round End

Your Initiative Value = Combat Skill Value + Reaction Skill Bonus,


add or subtract the value according to weapon size. In a tie situation,
the attacker (who initiates the combat) wins.

When all participants have made their turns, the Combat Round
ends. Make an Endurance Roll. Add the number of successes to the
Initiative value or reduce it if you fumble. Start the next Round. The
sequence may have been changed if the Endurance Rolls changed
the Initiative Values.

Combat Turn

Attack and Defense

Initiative

During a Combat Turn a player may perform a Movement and one


Action (Combat Action or Mode Action).

Tiles

One tile represents 3 meters. Players may pass through a tile occupied
by another player. Moving through a tile occupied by an enemy will
allow the enemy a Standard Attack as an instant Free Action.

Movement

Movement can be performed in your turn, before or after an Action.


Normal Movement (15 meters/5 tiles) is a Free Action. Running
(Fast Movement) and Sprinting will cost extra Action Points and
increase the Difficulty Level for Combat Actions.
Diagonal movement: count twice every other diagonal tile.
Note: Creatures with a Normal Movement of e.g. 2 can move 30
meters/10 tiles as a Free Action.

Action Points

Your Combat Skill defines your number of Action Points (e.g. Known
= 3 Action Points, Trained = 4 etc.). An Action requires one or more
Action Points. When all Action Points are used, you must Recover
to restore your Action Points.

Recover

Recover takes one Turn and is required when you have no Action
Points left. You may also enter Recover Mode if you have more
Action Points remaining. After a Recover Mode, all your Action
Points are restored. During Recover Mode you are able to perform
Free Actions, like Normal Movement and Defensive Rolls.

Melee (Attack Roll vs. Defensive Roll)


The attacker makes a Weapon Skill Roll. The defender makes a
Dodge Skill Roll or a Weapon Skill Roll to reduce the number of
successes from the attacker. Damage inflicted = successes x weapon
damage. Successes are limited by the weapons Quality.
The defender may enter Defense Mode prior to his/her turn when
attacked, but must skip his/her next turn even if its in the next
Round. The defender may also use a shield as cover instead of
making a Skill Roll. The shield will receive all damage. If the damage
exceeds the shields OC, reduce its Quality.
Ranged (Attack Roll vs. Dodge Roll)
The attacker makes a Weapon Skill Roll. The defender makes a
Dodge Skill Roll to reduce the number of successes.
The defender may enter Cover Mode prior to his/her turn before
making the Dodge Skill Roll, but must skip his/her next turn even
if its in the next round.

Hit Location

All hits are Body Hits with no specific Hit Locations unless its a
Final Injury or a Called Shot; or to determine damage reduction due
to armor or other protection.
Final Injury
Make a Hit Location Roll (1d10) if the damage exceeds the victims
Max Health. This will determine the final injury.
Called Shots and Critical Injuries
If a Called Shot Action is used, the Hit Location is already determined
by the player and is a Critical Hit if the damage is more than the Hit
Locations Critical Injury Limit.

Actions & Movement


Combat Actions
Action
Attacks
Attack, Small Weapon
Attack, Medium Weapon
Attack, Large Weapon
Attack, Unarmed
Attack, Grapple

Action Points Note

Attack, Using Spells


Special Attacks
Aim
Called Shot
Cautious Hit
Charge
Disarm

Knock Down
Reload
Swap Weapon

1
2
3
1 to 3
3

Standard Attack (not Standard Attack when using Dual Weapons*)


Standard Attack (not Standard Attack when using Dual Weapons*)
Standard Attack
Standard Attack. Damage dealt depends on Action Points used (Core Rulebook page 52)
The number of successes defines the Complexity Level to get free from the Grapple using the Force
Skill. To get free from a Grapple is a Free Action if you succeed. If not, youre still Grappled

Attack +1
Attack +1
Attack +1
Attack +1
Attack x2

Diff Level -1. Ranged weapons only.


Diff Level +1. Select Hit Location. Possible Critical Hit.
Diff Level -1. Half total damage dealt.
Diff Level +1. Double the Strength Bonus. Distance must be more than 15 meters
Diff Level +1. Victim loses his/her weapon and must spend Action Points equal to attackers
successes to retrieve it.
Attack +1
Victim loses Action Points equal to successes. Distance must be more than 15 meters. Recover
will restore all Action Points.
Attack +Value Number of Action Points depends on the Weapons reload value
Attack +1
Change to another weapon before/after attacking.

*Dual Weapons: The Dual Weapons Skill will allow you to perform two Combat Actions in your Turn if you have enough Action Points
available. Make a Weapon Skill Roll limited by the Dual Weapons Skill Level.

Mode Actions
Action
Defense Mode

Action Points
1

Cover Mode
Aid Mode
First Aid Mode

1 to 3
1
1

Sneak Mode

Recover Mode

Note
Diff Level -1 when making Defensive Rolls. Power Defense, Shattering Block and Counter
Strike are possible.
Diff Level -1 to -3 when making Dodge Roll vs. ranged attacks.
Make Defensive Rolls for a selected participant (within 15 meters).
Heal another player. Both players must stay at the same location until next turn before making
the First Aid Roll.
Make a Sneak Roll, Complexity Level equal to the enemys Vision. Distance to closest enemy
must be more than 15 meters. All Actions cost double Action Points, Free Actions Cost 1
Action Point. Diff Level -1 when attacking.
All Action Points are restored.

Movement
Speed
Normal Movement
Run (Fast Movement)

Action Points
Free
+1

Sprint

+2

Note
Free Action. Move up to 15 meters (5 tiles).
Use an additional Action Point when running. Diff Level +1 to all Attacks. Move up to 30
meters (10 tiles).
Use two additional Action Points when sprinting. Diff Level +2 to all Attacks. Move up to
45 meters (15 tiles).

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