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Sample Combat Round
Posted by Will on 14 Oct : 20:09
Gaterunner combat is designed to simulate actual firefight dynamics with the smallest amount of rules in which to create the feel for the action.
   Let’s set up the scene:
  Steve Davis, a human engineer, is walking down an alley. He has a P-14 automatic pistol and 3 magazines of ammunition. He has a skill of AutoPistol-4 and stats include Courage 1d8 and Initiative 7 + 1d8. 
   Suddenly, a Vagarin rounds the corner with a VMR-3 drawn.  At this point, combat begins.  Combat rounds are 10 seconds of game time, and they are broken down into phases.  

Round 1.

  §          Players declare what they are going to do and roll Initiative.  
     1.      Steve will take cover behind a car and shoot the Vagarin. So he rolls a 1d8 + 7 – 3 for the bulk of the pistol and gets 8.
     2.      The GM rolls for the Vagarin 1d8 + 7 – 7 for the bulk of the rifle and gets 7. 
    Because Steve’s Initiative roll is higher, he goes first.  He takes cover and fires 1 shot at the Vagarin. (You need a 5+ to hit in combat and you can fire as many shots in a round as the ROF on the gun you are using.  BUT the first shot is the only one that does physical damage to a target further than 10 meters away). Knowing this, one might ask what is the point of firing more than one shot in a round? Well the answer in a word is SUPRESSION.  That is, if a character or NPC is suppressed they cannot fire at or approach an enemy, and they will seek the nearest cover. The more rounds that impact a character or NPC, the greater chance they will be suppressed for one round of combat.
 
    Steve has a skill of 4 so he rolls a d10 and gets a 3.  The Vagarin is 25 meters away so there is no modifier for range, which means Steve missed.
  Now the Vagarin takes cover and fires 5 times. The Vagarin has a skill of 3 so he rolls a d8 for each shot, also with no modifiers. He rolls: 7 3 5 4 7.  This means he got 3 hits, and the first roll (7) can do damage.  The Vagarin then rolls 2d8 for a hit location and gets 14 for left leg.  Since Steve is behind cover, only the upper chest, head, and right arm locations are exposed.  So the round hits Steve’s cover, and he takes no damage. Since the Vagarin rolled 3 hits, Steve rolls a 4 on his courage die.  This is greater than 3, so he is not suppressed.           

Round 2.
 
                Steve forgoes his Initiative to aim, so he’ll go last in the round.
              
  The Vagarin is going to shoot, but since his only opponent goes last he do not need the initiative roll.

    
The Vagarin fires 5 times. He rolls: 3 7 5 4 7.  Thus, he got 3 hits but since his first roll didn’t hit, none of the hits can do damage. 

   
Steve rolls his d8 courage die and gets a 6, which is greater than the number of hits so Steve is not suppressed.  Since he aimed, Steve can only fire once.  He takes his shot and rolls d10+2 for a 9, which is a hit.  Rolling 2d8 for hit location, he rolls a 2 for head. He then rolls the P-14 damage die (a 1d6) for a 6. The Vagarin suffers 6 points of damage to his head and drops dead.  

Now Steve take time to search the body and see who paid the thug to come after him.
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