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  #1  
Old April 22nd, 2006, 10:54 PM
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I'm experimenting with a new personal combat round in my CT game.

It goes a little something like this...
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Old April 22nd, 2006, 10:54 PM
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I'm experimenting with a new personal combat round in my CT game.

It goes a little something like this...
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Old April 22nd, 2006, 11:09 PM
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--MORALE--


We throw initiative each round, but each round is divided into segments. The entire round lasts the official 15 seconds, and the round segments last 3-5 seconds each.

MORALE - Each character is rated with a morale number as detailed in Book 4 (also described in Striker).

Basically, characters from non-military careers have a morale rating of: 1D + Tactics skill.

Characters from military careers have a morale rating of: 1D +1 + Tactics skill + Number of Terms.

After initiative is thrown, the character with the lowest initiative number moves first.
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Old April 22nd, 2006, 11:09 PM
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--MORALE--


We throw initiative each round, but each round is divided into segments. The entire round lasts the official 15 seconds, and the round segments last 3-5 seconds each.

MORALE - Each character is rated with a morale number as detailed in Book 4 (also described in Striker).

Basically, characters from non-military careers have a morale rating of: 1D + Tactics skill.

Characters from military careers have a morale rating of: 1D +1 + Tactics skill + Number of Terms.

After initiative is thrown, the character with the lowest initiative number moves first.
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Old April 22nd, 2006, 11:13 PM
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=============================================
THROWING INITITIAVE


INITIATIVE = 2D for Morale or less

DMs
---
-1DM ... if throw equal to or less than INT.
+1DM ... if one physical stat lowered due to wnds.
+2DM ... if two physical stats lowered due to wnds.
+4DM ... if all three physical stats lowered due to wnds.


----------------------------------------------
Results...

INIT = Throw ... if Morale or less is thrown.

INIT = Throw +10 ... if throw is greater than Morale.


Add +20 to a character's initiative number if the Hold Action is used.

A character "holding his action" is electing to move later in the round (on his new initiative number), giving up the opportunity to move first in favor of waiting to see what others will do.
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Old April 22nd, 2006, 11:13 PM
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=============================================
THROWING INITITIAVE


INITIATIVE = 2D for Morale or less

DMs
---
-1DM ... if throw equal to or less than INT.
+1DM ... if one physical stat lowered due to wnds.
+2DM ... if two physical stats lowered due to wnds.
+4DM ... if all three physical stats lowered due to wnds.


----------------------------------------------
Results...

INIT = Throw ... if Morale or less is thrown.

INIT = Throw +10 ... if throw is greater than Morale.


Add +20 to a character's initiative number if the Hold Action is used.

A character "holding his action" is electing to move later in the round (on his new initiative number), giving up the opportunity to move first in favor of waiting to see what others will do.
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Old April 22nd, 2006, 11:19 PM
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--THE COMBAT ROUND--

STEP 1: Throw initiative for each participant in the combat round.

STEP 2: In initiative order, resolve first actions during the round.

STEP 3: In initiative order, resolve second actions during the round.

STEP 4: In initiative order, resolve third actions during the round.

STEP 5: Continue in this manner until all characters have exhaused all actions.
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Old April 22nd, 2006, 11:19 PM
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--THE COMBAT ROUND--

STEP 1: Throw initiative for each participant in the combat round.

STEP 2: In initiative order, resolve first actions during the round.

STEP 3: In initiative order, resolve second actions during the round.

STEP 4: In initiative order, resolve third actions during the round.

STEP 5: Continue in this manner until all characters have exhaused all actions.
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Old April 22nd, 2006, 11:29 PM
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--MULTIPLE ACTIONS--


Any character can make perform one action (first action) during the round with no penalty and no check.

Any action attempted after the first is considered an Extra Action (second, third, and any other actions are all Extra Actions). Extra Actions require a check and are penalized with a -2DM.

Thus...

First Action ... a character makes does not require a check and is free of penalty.

Second Action ... a character makes can only be attempted if the character rolls his DEX or less on 1D. If successful, this Extra Action is penalized with a -2DM.

Third Action ... a character makes can only be attempted if the character rolls his DEX or less on 2D. If successful, this Extra Action is penalized with a -2DM.

Fourth Action ... a character makes can only be attempted if the character rolls his DEX or less on 3D. If successful, this Extra Action is penalized with a -2DM.

Fifth Action ... a character makes can only be attempted if the character rolls his DEX or less on 4D. if successful, this Extra Action is penalized with a -2DM.

ETC...

Once a character fails to make a check for an Extra Action, his round ends. He can perform no more actions until his initiative on the following round.


=========================
EDIT: As noted later in this thread, I made a mistake in that Extra Action checks are made against END score, not the DEX score.
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Old April 22nd, 2006, 11:29 PM
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--MULTIPLE ACTIONS--


Any character can make perform one action (first action) during the round with no penalty and no check.

Any action attempted after the first is considered an Extra Action (second, third, and any other actions are all Extra Actions). Extra Actions require a check and are penalized with a -2DM.

Thus...

First Action ... a character makes does not require a check and is free of penalty.

Second Action ... a character makes can only be attempted if the character rolls his DEX or less on 1D. If successful, this Extra Action is penalized with a -2DM.

Third Action ... a character makes can only be attempted if the character rolls his DEX or less on 2D. If successful, this Extra Action is penalized with a -2DM.

Fourth Action ... a character makes can only be attempted if the character rolls his DEX or less on 3D. If successful, this Extra Action is penalized with a -2DM.

Fifth Action ... a character makes can only be attempted if the character rolls his DEX or less on 4D. if successful, this Extra Action is penalized with a -2DM.

ETC...

Once a character fails to make a check for an Extra Action, his round ends. He can perform no more actions until his initiative on the following round.


=========================
EDIT: As noted later in this thread, I made a mistake in that Extra Action checks are made against END score, not the DEX score.
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