Combat in Hack100 uses the same task resolution system that was described in the previous blog posts. A Ranged Task Roll is used to determine whether an attack with a missile weapon is successful. An Opposed Hand-to-Hand Task Roll is used to resolve close-quarters combat.
In addition to these Task Rolls, for a workable combat system we also need to introduce:
- A system for deciding the order in which combatants act – i.e. an initiative system.
- A means of calculating the damage inflicted by a successful attack, factoring in the effects of different weapon and armour types.
Combat Sequence
Combat takes place over a series of rounds in the following sequence:
- Each combatant rolls for Initiative on 1d10 + their Agility Bonus. They act in Initiative order, highest first. Tied Initiatives act simultaneously. A combatant may decide to delay their actions until later in a round.
- Each round, a combatant may move up to their Movement and take one Action. This Movement and Action may take place in any order. Movement may also be split either side of an Action provided a combatant’s total Movement isn’t exceeded.
- Missile attacks are made using a Ranged Task Roll. The Referee may apply a Difficulty Modifier as dictated by the circumstances.
- Close-quarters melee attacks are made using an Opposed Hand-to-Hand Task Roll. The defender may oppose using either their Hand-to-Hand Ability (an attempt to parry) or their Agility Ability (an attempt to dodge). Again, the Referee may apply Difficulty Modifiers as appropriate
- The Damage from a successful attack is calculated as the tens die from the Task Roll + the net Damage Modifier due to the attacker’s weapon and the defender’s armour. Damage Modifiers will be discussed in an upcoming blog post.
- Any resulting Damage is deducted from the defender’s Health.
- When all combatants have acted, a new round starts.
In forthcoming blog posts, we’ll examine the above aspects in more detail and test the combat system through a series of simulations.