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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 ranged damage calls made against you, you must take the third and subsequent calls. Moving to new cover resets this count.

combat_rules.1424690734.txt.gz · Last modified: 2015/02/23 11:25 by mejoff
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