Expanded Combat (firearm oriented)
Duck bullets, use Cunning and Deception, New salvo and Suppressing Fire
Hi all, new posting from a new location. Dublin
I am about to start a new, very ambitious campaign that will be the final act in the long Degenesis campaign I have started with my group in 2016. We will be playing Black Atlantic and a personal adventure I have codenamed Hell Bound (Hellvetica, Triglaw, Needles, Aries). The characters are fair bunch of Blood of Aries, an Acheron, a Hellvetic Infiltrator, a Streamer, an Epigenetists. Good high level people.
Might talk more about it in the future, but for now I felt the requirement to polish some combat rule and adapt them in order to help representing what is gonna be a heavy shooting/military operation campaign. Here is everything and please do take inspiration if you feel enticed.
MULTIPLE ACTIONS
Each character can take one action per round. If they have rolled trigger to obtain additional actions they can use them for Active Defense. After everyone has taken their turn in the round, each character who has any action left takes another turn, following the same initiative order. Repeat until everyone has no actions left
this solve the explosive rounds effect that sometimes happens.
EXPANDED ACTIVE DEFENSE
As per standard rules, if a character has an action when he is the target of an attack, they may choose to spend it to Actively defend. They choose a skill to activly defend against the attack. In Melee, a succesfull active defense with either Brawl or Melee skill and (3) Trigger turns into a succesful counterattack: damage to the aggressor. If (3) Triggers are rolled on a succesful Mobility check, the character dodges and gets safly at 2 m from the aggressor. If the attacker has more actions, he will have to move-in before declaring another attack.
Against a ranged attack, you can use Mobility, and move 2 m in any direction if you succeed with (3) Triggers (It might also increase your passive defence by +1 or make you reach a cover!). Alternatievly you can also choose to duck a bullet, throwing yourself to the ground. This does not involve a roll, but gives your passive defence a +1 for the turn, which is what is taken as the challenge for the attacker's roll.
COMBINED SKILLS
Cunning, Deception, Domination, Perception. All skills may be combined with a main roll that will take place on the next action. If (3)T are rolled they don't take up an action
SALVO REWORK
Weapons with salvoes may gain the extra dices only when splitting attack amongst different enemies. When shooting to a single target they deal a minimum of Salvo (N) damage even when missing (it goes against the cover if they have some).
SUPPRESSING FIRE
When you shoot with a Salvo weapon you may choose to do so it Suppressive Fire mode. When doing so you gain a -3D penalty for attacks, you menace an entire area splitting all your dices amongst all the characters in it, and consume additional Salvo (N) bullets each round.
Until you reload or stop you keep the area under suppressive fire, and all enemies in it need to pass a Mental defence (salvo rating) or lose the action they were about to make. A movement in the area or to get out of the area requires first a Mobility (salvo rating) or get automatically hit by a bullet and fail. A character can use actions only for active defence or skills while firing in suppressive mode. On following rounds, you may declare to end the suppressing fire by consuming an action. Suppressive Fire ends if the subject suffers damage.