User:AddyGaming
Combat
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing.
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.
Initiative and Turn Order
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls. These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll. When initiative begins, characters are generally allowed to begin already wielding their weapons, except when ambushed. For more information on when initiative begins, see Section 6.6 Initiation & Initiative in In-Game Rules
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.
When in turn order, each character will act out a 'turn' until all characters have acted. This is considered a 'Round'. A turn is comprised of an Action and Movement. Reactions can sometimes be taken in special circumstances, such as Attacks of Opportunity or while Grappling someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.
Movement
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. If you intend to take an action and move in the same turn, you must toggle on the action toggle and then the movement toggle, before performing said action or movement.
Movement imposes a -2 shooting penalty, regardless of the order of one’s Action or Movement.
Actions
Actions include a variety of things such as Attacking, Grappling, Shoving, Throwing, Helping, or virtually anything that is not movement. All actions listed here take your one action per turn, unless explicitly defined as a reaction.
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be Melee, Ranged, or Unarmed.
Those who apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.
Parrying
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a 'Parry'. By default, parries go in favor of the defender, meaning they successfully block the attack. However, if both parties agree, a 'Parry' can instead result in a re-roll from both parties.
Engagement
Engagement occurs when one character enters another’s melee range. Engagement does not occur if the weapon being held is a ranged weapon. By default, this is one tile for all melee weapons except for spears, which have a two-tile range.
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker's range will not trigger an attack of opportunity.
A character holding a spear engages hostile characters within 2 Tiles instead of 1.
Dashing
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.
Disarming
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty.
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed).
Swapping Weapons
Swapping weapons in combat is risky, but often necessary. Swapping weapons takes an action in most scenarios. However, if the weapon you are attempting to swap to is a one-handed weapon that is readily available, such as a holstered sidearm or a sheathed knife, you can choose to drop your currently equipped weapon on the ground to Quick Draw your one-handed weapon within the same turn. Your dropped weapon will require an action to pick up and equip once more. Please note that attachments, equipment, or other factors such as backstory or experience do not affect this rule.
Disengaging
As an action, a character may choose to Disengage from combat. This allows them to make any movement, barring any conditions which may prevent said movement, without proccing AOOs.
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted.
Help
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple). You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round. During your turn, you can move to and help someone with an upcoming action.
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10. If you succeed, the character performing the action receives a +3 Bonus modifier to their roll. A character can only receive two help actions for a roll, to a maximum bonus of +6. The roll being assisted must take place in the same turn as the help action.
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:
- Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.
- The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).
- Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)
Stealth & Ambushing
Ambushing a combatant gives several advantages.
To attempt an Ambush, the attacker must succeed on a Hiding roll against the defender’s Perception roll. If the defender’s Perception roll beats the attacker’s Hiding roll, combat initiates as per usual, and no bonuses are obtained.
Combatants who are ambushed are Surprised and cannot act for the first round of combat. Conversely, attackers who have Ambushed a combatant or combatants have advantage on attack rolls made during this Surprise round.
Overwatch
While using a ranged weapon, players can use their turn to go on Overwatch. Overwatch allows a player to “delay” their attack until certain events happen. Players must define these events clearly and concisely on their turn.
Examples of these events might include:
- When a specific character moves
- When any non-ally character enters a certain area
- Before or after another character acts
- If another character takes or deals damage
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the player's next turn. If a player is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.
Throwables, Areas of Effect (AoE), and Conditions
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:
- Burning (Fire)
- Burning (Acid)
- Electrocution
- Smoke
- Poison
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character.
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it.
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.
| Name | Damage On-Hit | Area of Effect |
|---|---|---|
| Molotov | 2 | 3x3 |
| Smoke Bomb | - | 5x5 |
| Acid Attack | 3 | Single Target |
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:
| 1 | 2 | 3 |
| 4 | X | 5 |
| 6 | 7 | 8 |
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.
Attacks of Opportunity
Attacks of Opportunity (AOO) or Opportunity Attacks can occur when a target chooses to leave an attacker’s Engagement range. Please note that moving while staying within range of an attacker does not trigger an AOO. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.
Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack. A person with a ranged weapon may make an Improvised Weapon roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent.
Going Prone
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages:
- Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover.
- Ranged attacks against prone characters are at a disadvantage.
- Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply.
- Melee attacks against prone characters are at advantage.
- Prone characters may use their movement or action to stand from being prone.
- Prone characters cannot Engage characters within melee range.
Shoving
Players may also choose to shove another player to displace or knock them down.
One player can shove another by engaging in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.
Shoving players can knock the target Prone or knock them away—Attacker’s choice.
- If knocked Prone, Prone rules apply.
- If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.
Grappling
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.
One character may grapple another by engaging in a STR vs STR contest, so long as one of the Attacker’s hands is free. Attackers can drop a two-handed weapon same turn to attempt to Grapple a target, leaving their weapon on the ground. This weapon would need an action to be retrieved once more.
A Grappled character has the following disadvantages imposed upon them until the Grapple is broken:
- Movement is reduced to 0.
- Grappled characters can rotate around the grappler, but cannot disengage or exit the tile adjacent.
- All attacks from the target are made at disadvantage
- Grappled characters do not provoke AOOs
On the Grappled character’s turn, they may use their action to attempt to break free with another STR vs STR contest. On fail, the Grappled character remains Grappled.
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone.
Grappled targets are not restrained or disarmed. Grappled characters may still attack any target that would normally be capable of with the weapon they may (or may not) have equipped, including the grappler, at disadvantage. A successful attack on the grappler from the target forces a reroll of the contest.
Grapplers may attack any character with a one-handed weapon at disadvantage. Disadvantage does not apply if their target is Cooperative.
Targets under duress, such as hostages, are considered Uncooperative, even if they are not attempting to actively fight their Grappler. Targets who are unconscious or otherwise incapacitated are considered Cooperative.
Human Shield
As an action or reaction, a Grappler may choose to use their target or themselves as a Human Shield.
When using a Human Shield, the Grappler gains a Full Cover bonus. When the Grappler is acting as a Human Shield, the target gains a Full Cover bonus.
Any Attacks made against the Shielded character will require a roll from the Human Shield as well. Regardless of the Shielded character’s success or failure, if the Human Shield fails their Defense roll, they take the attack’s damage as well.
Focus
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost. As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn's focus can apply to a current turn's overwatch, like so:
| Turn 1 (Or Pre-Initiative) | Focus (Applies on Next Turn) |
| Turn 2 | Overwatch (Shooting Must Happen Here) |
| Turn 3 | Focus Expires, Overwatch Ends on Start of Player's Turn |
Reloading
Once your available ammunition (clip, magazine, etc.) is spent, players using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon.
Suppressive Fire
With a fully automatic weapon aimed at a player behind cover, attacking players can lay down Suppressive Fire. More than half of the weapon’s magazine must remain.
Suppressive Fire requires a typical Ranged ATK vs. Ranged DEF roll. On the attacker’s success, typical damage applies.
Regardless of success or failure, the attacking player burns their magazine of their automatic weapon to attempt to negate movement or action from the defending player. If a defender attempts to move or act in a way that would expose them to Suppressive Fire, they must make a Resolve (DC 12) roll. On success, they may take their action as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire.
Suppressive Fire ends at the beginning of the attacker’s next turn. At the end of Suppressive Fire, the attacking player must reload to continue using their currently equipped weapon.
Armor
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat. Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. "Bulletproof" clothing, such as suit jackets, kevlar gloves, and boots, do not count.
| Type | Armor Hitpoints | Drawbacks | Example |
| Light | 2 | - | Arm + Leg pads, or a vest. |
| Medium | 4 | -1 Initiative, -1 Movement | Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest. |
| Heavy | 8 | -2 Initiative, -2 Movement | Arm + Leg pads plus both a VISORED helmet and vest. |
If an attack is taken while wearing armor, armor hitpoints are consumed first. For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage.
Ranged Combat
| Ranged Defense | - |
| Ranged Attack | Aiming/2 |
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:
- Whether the target is ‘visible’
- Whether there is a clear line of fire from attacker to defender
- Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)
Any tile occupied by a character, including allies, is considered blocking line-of-sight. Attempting to shoot through an ally requires that ally to roll Ranged Defense, and they will be hit instead if they fail.
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.
| Weapon Type | Damage | Crit Requirement | Crit Dmg |
|---|---|---|---|
| Assault Weapons | 4 | Double 5/Double 6 | 6 |
| M60/LMG's | 5 | Double 6 | 6 |
| Rifles & Shotguns | 4 | Double 6 | 6 |
| Pistols | 3 | Double 6 | 4 |
| Flamethrowers | 3 | Double 5/Double 6 | 4 |
| Crossbows | 4 | Double 6 | 5 |
Flamethrowers
If a character holding a Flamethrower is hit by a Critical Hit, there's a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover. If a Flamethrower attack targets a character engaged with other characters, all of them will be hit by the attack and must roll Ranged Defence. Only fully blocking line of sight with a wall or significant barricade will grant cover.
Melee Combat
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:
| Melee Attack | ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10) |
|---|---|
| Melee Defense | ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10) |
Each Melee weapon has its own damage and crit requirements.
| Weapon Type | Damage | Crit Requirement | Crit Damage |
|---|---|---|---|
| Two-Handed | 3 | Double 5/Double 6 | 4 |
| One-Handed | 2 | Double 6 | 4 |
| Spears | 2 | Double 6 | 3 |
| One-Handed Machete/Handaxe/Kukri | 3 | Double 6 | 4 |
| Bare Hands, Improvised, Weapon Stocks | 1 | - | - |
Dual Wielding
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols. If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat. You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage, and cannot critically strike. You cannot move if you make two attacks.
