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COMBAT INTRODUCTION
As with most RPGs there will be many instances when your characters are forced into combat situations, so obviously knowing the basics as well as advanced parameters of the combat system will optimize experience here on Biohazard. Combat will be broken into several sections, each focusing on certain areas of the combat mechanics, please make sure you take the time to read over the sections, even if you don’t plan on using certain areas for your character, as knowing the complete functions available will help you in the tense survival situations you will find your characters in. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE ACTION SYSTEM
Combat on Biohazard revolves around the action system, which determines what and how many things your character can do on their turn. Some combat skills or moves may require the full use of your turn, these are referred to as full action moves, where as others may allow you to perform an action afterwards, which are partial action moves. Knowing how to optimize your turn potential will be an important aspect of combat here, so make sure you understand how to use full and partial actions to their fullest by reading the full descriptions of skills and other combat related actions.
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CHARACTER MOVEMENT
To enhance the realism of combat on Biohazard a movement system will be implemented through the use of a grid system. Movement will be important for getting your character in an optimal combat location (to take advantage of situational combat effects) as well as simple exploration. Every character will have a base speed which is the amount the can move and still use a partial combat action, as well as the ability to sneak or run. Below you will find more detailed information on different movement speeds and any extra combat effects that may have when in action.
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›› ( No Movement ) ›› If wanted a character can elect to not move on their turn. If a character does not move they are free to use a full combat action or two partial actions.
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›› ( Sneaking ) ›› Sneaking can be preformed as a full combat action. When sneaking a character can move 1/2 their base speed but gain a +2 bonus against listen checks.
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›› ( Normal ) ›› The normal movement limit is equal to your characters speed attribute. Characters can move anywhere up to their normal movement limit and still perform a partial combat action in the same turn.
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›› ( Running ) ›› Running is a full combat action and allows a character to move x3 their base speed in one turn. Running is noisy and adds a -2 modifier to listen checks.
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ATTACKING EXPLAINED
Attacking is obviously the central aspect of combat, and the attack system here on Biohazard is pretty simple. Attacking in most all forms is a partial action, meaning you can move and attack, or attack and then move. This goes for basic physical attacks, and attacks with most melee and ranged weapons (unless otherwise stated). When not armed with a weapon a character will have the ability to attack unarmed (with damage based on the strength of the character). An unarmed attack can come in two different forms, a normal unarmed attack which is a partial action, and a heavy unarmed attack which is a full action. See the table below for damage parameters for unarmed attacks.
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DEFENDING EXPLAINED
When someone attacks your character, you become the defender. As the defender you get a chance to dodge the attack (unless it is a gun based attack, at which point dodging becomes impossible), when attacked you must roll under your character’s reflex stat (with a d20 dice) if you successfully do so the attack is voided, if not you take damage. Some times situation effects will help or harm you with your dodge attempts, for example if you are surrounded, for a complete breakdown of situational combat effects please continue to the advanced combat page.
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FLANKING AND SURROUNDED
When flanked (having an opponent on two opposite sides of your body) a character suffers a -2 penalty modifier to their reflex dodge roll to all attacks. At times your character may also find themselves completely overrun by the undead, in these situations (when there are three or more opponents surrounding a character) reflex dodge rolls are subjected to a -4 penalty modifier.
  SECTION NAVIGATION
Below you will find easy section navigation for
all of the pages listed in the guidelines section.
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›› ( visit ) ›› Player Attributes
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›› ( visit ) ›› Combat Mechanics
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›› ( visit ) ›› Item Information
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›› ( visit ) ›› Skills Introduction
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HAVE A QUESTION?
If you have a question pertaining to anything you read on this page and wish for an explaination from management then feel free to visit the ( Questions Board ) and someone will do their best to answer your question in as much detail as possible.