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SITUATIONAL COMBAT
Situational combat is just what is sounds like, certain combat effects that are only active in specific situations. Think of situational combat as "advanced combat", mechanics that eclipse the basics of turn based combat and add several more layers of depth to help vary combat in ways that the basic systems just can provide. While much of the information on this page won’t be used in every fight, you will see some of it come into play from time to time, with some situational effects being more common the others, even with that you should make sure to read it all and have a basic understanding of how the effects work. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE COVER SYSTEM
Cover is one of the best defensive advantages that a player has, allowing a character to duck behind a wall or around a counter to effectively gain a tactical edge in combat. The mechanics are pretty simple, when a character takes cover they will be given an attempt to make a defensive save attempt (by rolling over a set number on a d100). The percentage chance that your character will negate damage is based on the amount of cover they have taken. Below you will find a table which details each type of cover and lists their save percentages.
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HIDING EXPLAINED
It’s possible to hide in combat if you have over nine tenths coverage. With total coverage an opponent will not be able to see you, but can still make a listen check to hear you. At nine tenths coverage an opponent may see you and can make a sight check to attempt to find you.
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GRAPPLING EXPLAINED
Entanglement is something that happens frequently in close quarters combat, with arms and legs sometimes grabbing and holding you, or just in your way. To entangle someone first you must grapple them, which is performs just like a normal physical attack (without the damage). If you successfully grapple an opponent then you and that opponent become entangled which restricts that opponents ability (as well as your own) to perform other actions. At the beginning of each round you and your opponent must make a grapple check (each roll a d10, if you win, the grapple continues, if not the grapple is broken) grappling is a full round action. When entangled all actions require a reflex check (roll under your reflex attribute on a d20) to perform and some actions become impossible to perform.
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GUARDING EXPLAINED
If you find your character is in a dangerous position where you are unable to flee or help yourself in any way, or perhaps are just waiting to strike, then guarding may be your best option. When guardian your characters gain a bonus to their defense (x1.25 to the constitution attribute) which will allow them to protect their vital areas. It should be noted that guarding does not increase defense for gun based attacks. Guarding is a full round action, meaning if you choose to guard you cannot attack or move in the same round.
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FLEEING EXPLAINED
In a world where the dead have returned to movement it is noble to want to return them to their eternal sleep, however sometimes that just might not be possible and your character may need to simply make a run for it. Fleeing is a simple concept to understand, if you wish to escape combat you simply need to outrun your opponent until they give up chase. Hiding can also make it easier to flee battle, by first eluding your opponent until you put a good distance between the two of you before making a run for it, or even simply walking away.
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PRONE ATTACKS EXPLAINED
At times you may catch your opponent off guard, or perhaps they may catch you off guard, allowing a prone attack. When caught off guard and attacked a characters defense is halved (1/2 the constitution attribute) for the length of that combat round to account for them being unprepared.
  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 explanation 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.