Combat Rules

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When it comes to combat in Machina Obscura, the game becomes a tabletop, either if it is character combat or vehicle combat (different rules apply).

Here I want to inform you on how I think the combat will look like. And I'd like your opinion on that! Okay, it might be a bit sketchy, but I hope you get the picture (this is somewhat of a sneak-preview). I'd really love to hear your opinion and comments.

Character Combat

At first, the playing field has to be build up. It consists of a grid of squares, and the players move along these squares with their movement points. Obstacles (machines, shrubberies, barrels, walls, bookshelves etc) can be put on the field (if not already printed on the squares), players can take cover behind those objects (each object has information on how much cover it provides and how "visible" the character is).
The Action Cards are shuffeled and put beside the field, each player drawing three cards from the card pile. Special Cards, such as carried items, boni from equipment, class-relative cards etc, are provided to the players.

The combat itself consists of several phases, as described here:
I. PLACING CARDS
Some cards have specific terms to use, such as playing at the beginning of a new turn. This has to be done now, and cannot be modified when the turn has started. You can play out as many cards as you like, even none. Put the card(s) covered in front of you, when it is your turn (or the opponent makes a move that makes the card usuable) flip it over for everyone to see. Even if the cards cannot be used during the turn, they will have to go on the used card pile at the end of the turn.
Some cards can be used immediately at any given point of the turn, as long as their conditions are fullfilled (those cards are marked).
You can regain Action Cards ingame either by buying (I don't know yet if it will cost Action Points or Gold or whatever) or by inflicting critical damage (you can draw one card then). But you can never have more than three cards in your hand (except you have a special ability or other things that allow you to hold more cards in your hand).
II. DESIGNATING THE ADVANTAGE
Now, who will start? Each new turn, the Reflexes of the players are compared, the player with the highest Reflex will begin, the next would then be the one with the second highest Reflex and so on... If the Reflexes match, the corresponding players will roll a dice to tell who starts.
III. MOVING YOUR CHARACTER
Character Movement by Machina-Obscura
Okay, you have the advantage? Great! Now all we have to do is to find good cover or move in range of the opponents. You can use your movement points, which you have calculated during the creation of your character, to move the character through the squares. You do not have to move your character at all, if you don't want to. You can only move so many fields as you have movement points left, and cannot move again this turn when you’ve used Action Points. Movement to the next field right, left, in front of you or in your back costs 1 movement point, movement to adjoining diagonal fields costs 2 movement points. These points add up as you go along. See the graphic as help.
IV. USING ACTION POINTS
The Action Points can be used in many different ways. Most importantly, if your opponent is in reach of your currently used weapon (see “Attacking” below), you can attack him which consumes a certain amount of APs (even if the attack is not successful). Also, you can use objects, reload or change your weapons - each consuming a different amount of APs. The costs for using objects differ, but reloading your weapon always costs 50% of your max APs, changing a weapon also costs 50% of your max APs. Some Action Cards can also use up APs.
now it is the next players' turn, until all players have had their turn.

"Attacking"
When your opponent is in reach and you have the necessary amount of APs left, you can attack.
Close Combat
In Close Combat the attacking player rolls with one W20 on his actual attack roll for the weapon he is using. He will have to roll this number (or less) to make a successful attack. Now, the opponent is allowed to try a paree roll with one W20 (as long as he has a weapon to paree with!).  Only when this paree roll is unsuccessful, the attacking player can inflict damage. Again, he will have to look at his marksmanship; the specific percentages stated in the list “Effects of Marksmanship” is the percentage rate of the maximal damage the used weapon inflicts. If the opponent wears some kind of armor, the given armor values are substracted from the inflicted damage.
i.e.
James attacks William with his rapier. He has a basic close combat attack of 6, a value of 4 in his weapon talent “Swords and Knifes” and a marksmanship of 55%. He has to roll a 10 or less to successfully pass the test on his actual attack roll.  He rolls a 9, and attacks his opponent successfully. James can only inflict his damage when Williams’ paree roll is unsuccessful.
William has a basic paree roll of 5, and a talent value of 2. He has to roll a 7 in order to have a successful paree roll. Unfortunately, he rolls a 15, and therefore does not pass the test. Now James can inflict his damage. With a marksmanship of 55%, James weapon will make 60% of its maximal damage (round up!). But James has one chance of critical damage, and he successfully rolls one of his two critical damage numbers. This way, his weapon inflicts 200% of its inflicted damage (minus the effects of marksmanship of course)!!
The Rapiers’ maximal damage (physical) is 3W10+W6. James rolls 5+6+10+1 = 22. Normally, his weapon would make 14 damage (22 x 0,6), but since he successfully rolled a critical damage, his weapon makes 26 damage (44 x 0,6, round down)! William has to substract this from his Vitality value. Luckily he wears a leather armor (+7/0/0) that protects him against the attack, only 19 damage are finally inflicted (26 – 7).
Long-Range Combat
The long-range combat differs a bit from close combat: After the Reflex was compared, the attacking player rolls one W20 on his actual long-range combat attack for the weapon he is using. Remember, that despite of your marksmanship now even factors like the cover of the opponent can modify your attack roll! If the actual attack roll is successful, the opponent can only hope for his Reflex on order to eventually avoid being hit. He tests his Reflex by rolling three W6, and the result must be the value of the Reflex or less. If the roll is unsuccessful, a friendly Game Master might give out a chance by testing your Luck (Character Stats are tested by rolling one W20). When this roll too is unsuccessful, the attacking player can calculate the inflicted damage with all the usual modifications.
i.e.
Matt attacks James with his revolver, a basic long-range combat attack of 8, a talent stat in “Pistols” of 5, and a marksmanship of 95%. His actual attack roll is therefore 8+5+2 = 15. James however took cover behind a wooden barrel, which provides a cover of 3. Matt now has to roll 12 or less, rolls a 7 and passes the actual attack roll successfully. William has to test his Reflex (10) now, but rolls 5+6+6 = 17. Now Matt can inflict his damage. His revolver has a maximal damage of two W20, Matt rolls 11 + 5 = 16. Due to his marksmanship of 95%, he has two chances for critical damage – the first roll is unsuccessful, but the second throw isn’t. Matt now inflicts 32 damage. William, lacking any kind of armor, would be dead now if the Game Master wouldn’t generously allow a test on Luck, which William passes successfully. That way, the bullet closely misses his head!



Vehicle Combat

At some point, the players will fight each other not with their characters but with their machines - (air)ships, land vehicles, submarines.... Basically, it is quite similar to the process of the character combat (drawing Action/Special Cards, playing cards, action points etc), but there are some differences:
The playing field consists NOT of squares, the miniatures are moved by special rulers.
Each player gets his Speed Cards consisting of Full Speed ahead, 3/4 Speed ahead, Half Speed ahead, 1/4 Speed ahead, Full Stop, 1/2 Speed aback and Full Speed aback.

In addition to the playing of Action Cards at the beginning of a turn, the players MUST play a Speed Card (in accordance to the rules for changing speed) to tell how fast they will be this turn.
Other than that, it is quite similar to the character combat rules.




Effects of Marksmanship


Effects of Marksmanship

0-10%
10% of the inflicted damage, no critical damage, -2 on weapon talent
11-20%
20% of the inflicted damage, no critical damage, -2 on weapon talent
21-30%
30% of the inflicted damage, no critical damage, -1 on weapon talent
31-40%
40% of the inflicted damage, no critical damage, -1 on weapon talent
41-50%
50% of the inflicted damage, no critical damage
51-60%
60% of the inflicted damage, one chance for critical damage
61-70%
70% of the inflicted damage, one chance for critical damage, +1 on weapon talent
71-80%
80% of the inflicted damage, one chance for critical damage, +1 on weapon talent
81-90%
70% of the inflicted damage, two chances for critical damage, +2 on weapon talent
91-100%
100% of the inflicted damage, two chances for critical damage, +2 on weapon talent
up to 150% two chances for critical damage, 150% and more three chances for critical damage, every 20% step one point bonus on weapon talent (120%: +3, 140%: +4 etc)

Critical Damage
If the roll for critical damage is successful, the weapon used will inflict 200% of it’s maximal damage!!!





Disclaimer

:megaphone: PLEASE REMEMBER!
All of the pictures in this gallery and the rpg project "Machina Obscura" with all relating content are fully or in parts (if not otherwise identified, participating artists will get the credit they deserve) my personal creation and are therefore copyrighted to me. They are out-of-service for stock use, printing, reproduction and similar usage and so they may not be duplicated in any way without permission. Thank you.
TheCoconutGuy

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