Combat
If you’re new to TTRPGs Skip this section and go to character creation, return after making characters.
Health, Armor, Shields: On your character sheet you find each limb has a space like this ( / / ). This is for Health / Armor / Shield. Your health points go in the first section, Armor Durability in the second, and Shield Durability in the third. Damage is taken by shield, then Armor, then health. So you only take Armor damage if your shield is destroyed, and you only take health damage once your Armor is destroyed.
Initiative: At the beginning of combat each character will roll for initiative.
Rolling MNVR + D20. The turn order of combat will be determined going from who has the highest initiative to who has the lowest.
Rounds: A full rotation of every character in the encounter’s actions. A round lasts 6 seconds.
Turns: Each individual character's actions.
Main Action: A Main action is things like Attacking, using large tech, or significant stat checks.
Bonus Action: Smaller things like using consumables, talking to people, and using certain tech.
Reaction: A set of specific actions like Evade, Defend, or a prepared action which take place outside of your turn.
Prepared Action: A normal action that takes place out of your turn. Costs your turn and your reaction. Attack actions count as overwatch when prepared.
Movement: You can move and do actions in the same turn. Every turn your character can move a certain distance based on their Mnvr Stat
Attack Roll: WeaponSkill + (D20) + (Modifiers)
Dodge: When attacked the defender will roll a dodge roll, MNVR + D20. If you are in stealth the defender gets a dodge roll at disadvantage.
Reloading: Pistols & SMG’s Bonus Action
Shotgun and Rifles Main Action.
Heavy Weapons cost Main & Bonus Action.
Opt Range: -2 to chance to hit, per 5 ft out of Opt Range.
Pistol: 5ft-50ft, SMG: 5ft-30ft, Rifle: 15ft-100ft, Burst Rifle: 10ft-50ft
LMG/HMG: 10ft-40ft, Cannon: 10ft-60ft, Shotguns: Small Cone (3 spaces)
AOE/Cones: Weapons that shoot in cones or other AOEs cannot hit outside that range but attacks against everyone within the area. Successful dodge takes half damage or can use movement from next turn to move out of the area and take no damage. AoE’s damage Torso, Arms, and Legs.
Cover: Half-Cover: Defender Gets advantage on his Dodge roll.
¾: Defender gets advantage on dodge roll Attacker gets disadvantage on attack roll.
Evasive Mode (Main Action - Req Light Armor) +1 to your Dodge for every point of the Light Armor skill. Lasts until your next turn
Evade (Reaction - Req Light Armor) Only lasts one attack.
Defensive Mode (Main Action - Req Heavy Armor): Blocks damage equal to your Heavy Armor skill every attack until your next turn. Works against all damage types except Bleed and Poison.
Defend (Reaction - Req Heavy Armor) Only works for 1 Turn
Stunning Attack (Main Action - Req Blunt Weapon): Can only target adjacent characters. Roll Contest: STR vs STR or
STR vs MNVR defender’s choice. If the target loses they are Stunned until after their next turn. If you get Crit Success or use this action from stealth the target goes unconscious. When using Gun Melee roll at disadvantage target rolls at advantage
Aiming (Full Action): Allows you to hone in on your target. You receive +3 to your hit chance. This buff lasts until you take the shot. If they move 10ft or more or you move before you take your shot you lose the buff.
HP: Health Points determine how well your organic flesh is holding together from interstellar beatings. Each of your Limbs (Head, Torso, Left and Right Arms and Legs) has its own Health. Once a limb reaches 0 health you have an injury. This can be fixed by a doctor record that in your Debuffs then put that limb's health back up to max. If the limbs health hits 0 again before you fix your injury you will lose that limb permanently and will need to replace it with a cybernetic or bioengineered limb.
Durability: Shields and Armor have durability; this works similarly to HP with each limb having its own durability. When you equip an armor or a shield you will take damage to its durability until it reaches zero. Until then you will not take HP damage on that limb. When armor durability on a limb is taken down to zero this causes that part of the armor to be broken and need repaired or that part of the shield to be destroyed. Repairing armor takes time and usually can't be done in the middle of combat. Shields must be recharged using a power source. The Hardlight Tech skill will help with this See Armor and Shields or Skills - Hardlight Tech
Overwatch (Full Action): When using any weapon type you can go into Overwatch. Overwatch will cause you to attack any enemies who come within your weapons Optimum Range.
Opportunity Attack: Melee and Brawling weapons get attacks of opportunity. Whenever an enemy is within melee range and goes to move out of range you get to roll an attack against them.
Stealth Attack: Attacks from stealth give enemy's disadvantage on their dodge roll.
Critical's: Crit Success on an attack deals double damage. Crit Fail on a Dodge causes you to be stunned for the rest of the round
Difficult Terrain: Movement Speed is halved.
Suppressed: Enemy now has disadvantage on their attack rolls.
Stunned: Lose your next turn.
Burst: When firing a burst weapon each consecutive shot in the burst gets a hit chance reduction. Add Burst Mod (Max -0). If you don't meet STR Req for the weapon the debuff is Doubled. See - Player Tool Burst for more info.
2nd Shot -3 3rd Shot -6 4th Shot -9
5th Shot -12 6th Shot -15 7th Shot -18
8th Shot -21 9th Shot -24 10th Shot -27
Miniguns: Shoot an AOE as long as their optimum range and 5ft wide. If anyone is in the AoE you get to roll an attack roll against them at disadvantage. If successful they get hit with a specific number of shots shown on the weapon. How many shots a minigun fires is shown on the weapon. All missed shots can be used on a different target within the AoE.
Prepare: Any action you can instead prepare which allows you to use it as a reaction on your next turn.
Overrun (Bonus Action): A contest allowing either character to use STR or MNVR. If you win the contest you can pass through the enemies space.
Grapple: STR vs STR or STR vs MNVR if one has a higher brawling they get advantage.
Dash Action (Main Action) Doubles your movement speed.
High Ground: 10ft or more higher than your target gives advantage on Attack Roll.
Unconscious: Can't do any rolls or actions, except a Hard ADPT check equal to their Rank once per turn to try and wake up.
Surprised: Surprised targets get their first turn skipped. Surprised characters roll disadvantage on dodge.
Prone: Disadvantage on melee attacks and dodge rolls, disadvantage on attack rolls against prone targets.