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Striking with a weapon in hand to hand combat:

You may strike another character with a larp-safe weapon.

You may only strike any given opponent once per second.

You do not need to call damage.

The required physrepping for integrated weapons or large claws is that it must be sufficiently obvious for other players in combat, and must prevent you from using the hand it covers for other purposes.

Taking damage in hand to hand combat:

Ordinarily, a blow in melee combat will cause two points of damage.

If you are struck by a Zebulon with a handheld weapon, this will cause four points of damage.

If you are struck by a Many with a large natural claw, or a Distributed Process NOI with an integrated weapon arm that is adequately physrepped this will cause four points of damage.

If when struck, you do not see who has struck you, the blow causes four points of damage.

If a blow, including one that you have not seen, lands fully on flexible armour, the damage is reduced by one.

If a blow, including one that you have not seen, lands fully on rigid armour, the damage is reduced by two.

If a blow strikes an unarmoured part of you, the full damage applies. Armour covers exactly and only where it covers, there are no ‘locations’. You may only wear armour that you carry the lammy for.

Field suits do not affect hand to hand combat.

Special skills in hand to hand combat:

Dodge If you have a skill that allows you to dodge a blow or a gunshot, you may ignore the damage from a weapon strike or ranged damage call from someone that you could see, if you immediately touch the ground with one knee and one hand. You must then perform the cooldown action appropriate to your level in the skill as described on the skills page.

Parry If you have a skill that allows you to parry a blow you may ignore the damage from a blow struck by someone you could see, if you immediately drop a hand to hand weapon that you are holding. You must then perform the cooldown action appropriate to your level in the skill as described on the skills page.

Firing a ranged weapon:

You may fire upon any target you can see and identify in your call, who is within range of the weapon.

Projectile weapons You may call ranged damage appropriate to the weapon used and your applicable skills once per three seconds. Pistols, infantry weapons, and machineguns have a range of 20 metres. Shotguns have a range of 5 metres.

Energy weapons You may call ranged damage appropriate to the weapon used and your applicable skills once per ten seconds. Particle pistols have a range of 20 metres. Tazers have a range of 5 metres.

Taking damage in ranged combat

Within the range of a weapon, you take any effect called against you unless you have shield points with which to block projectile weapon damage.

Shield points on field suits negate one entire call regardless of effect, unless it it tase or beam. Once your field suit has negated an attack, a shield point is lost.

Once you run out of shield points you take damage as normal.

Armour has no effect on ranged combat.

If you are in cover that protects more than 50% of your person from an attacker, and you are not returning fire, raising/aiming your weapon to return fire (or as if to return fire), or engaged in hand to hand combat, you may ignore the first two of every three ranged damage calls made against you, you must take the third. Moving to new cover resets this count.

Becoming critically injured and dying

Once an organic person reaches zero damage points, they are critically injured (or critical), and fall to the floor, unconscious.

A person who is critically injured is on their death count.

Most characters have a death count of 300 seconds, you must count down - preferably silently - from this number until you reach zero, or are interacted with by another player.

When critically injured, you are unconscious. You may not move, talk or take any IC action. You may speak OC to tell a player using medical skills how long you have left on your death count or with a player who is looting you.

Once your death count reaches zero, you are dead, you may choose to physrep your corpse for a time, or return to the ref tent to generate a new character. Corpses that are not discovered in a reasonable time, and anything they are carrying or wearing, will be destroyed by a combination of exposure to the atmosphere and the appetites of the local wildlife.

When a Distributed Process NOI is reduced to zero, instead of being critical, they are crashed.

In this state, they can be moved safely, but can be executed by a character with the Metaware Engineer skill.

A crashed NOI may move unaided, but no faster than 1 metre in 5 seconds

They may give yes or no answers to direct questions.

While crashed, they lose 1 engram per 100 seconds, Highest numbered slot first. When their last engram is deleted, they will die.

combat_rules.1424647803.txt.gz · Last modified: 2015/02/22 23:30 by mejoff
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