Combat takes place over three ranges: Long Range (LR), Short Range (SR), and Close Quarters (CQ). Generally, long range combat takes place beyond 25 metres, short range combat takes place within 25 metres, and close quarters combat takes place when characters and monsters are within physical striking range of each other.
Firearms are generally useable across the three ranges, to various degrees of effectiveness, while melee weapons are generally only useable at close quarters. Some weapons have give advantage or disadvantage to damage rolls at certain ranges, which is given in the weapon description.
Flow of Combat
Combat begins when the monsters are detected, which is usually at long range for outdoor engagements and short range for indoor fights. If the monsters get the drop on the characters (as determined by the GM), they may start closer to the characters, e.g. at short range or even close quarters!
On their turn, the player characters act, usually shooting or taking other offensive action against the monsters. Then, it is the monsters’ turn. Usually, monsters at long range will move to short range, monsters at short range will move to close quarters, and monsters still surviving after the characters’ close quarters turn will attack! After the monsters’ turn, it is the characters’ turn once more, and so on.
Monsters at long range or short range move towards the characters, but not any particular one of them. On the other hand, at close quarters, each monster has its own target character which it will attack in its next turn, and the character knows which monsters are targeting them.
Monsters may not appear all at once, but may come in waves, spread out over the ranges with one wave appearing each turn.
Actions in Combat
Each character can take one action on their turn, usually attacking with a weapon. To roll damage, use the dice with the number of sides given under the weapon description, applying advantage or disadvantage if applicable. Each monster has a listed number of Hit Points (HP) given under its entry in the bestiary. When damage equal to a monster’s HP is dealt, that monster is killed, and any remaining damage is carried on to the next monster at the same range.
If there are multiple waves of monsters at different ranges, a character can only attack at one range at a time. Once a range has been cleared of monsters, any surplus damage is wasted.
If a character is being targeted by monsters at close quarters, they can only attack at close quarters, prioritizing the monsters targeting them first.
Other than direct attacks with a weapon, characters may also use other items or abilities – their particular effects are given under each item’s/ability’s description.
Hacking, etc. in Combat
Sometimes, the characters have to hack into a computer, while endless waves of monsters are bearing down upon them! In such situations, one character has to act as the hacker while the others cover them. The hacker uses their action to roll using the dice size of the hacking gear on their turn. The result represents the progress in hacking, which the GM tracks. When the cumulative result reaches the number needed, the hack is successful.
The same mechanic can also be used for other things, like setting up breeching charges to get past a locked door, healing a non-player character, etc.
Monster Attacks and Hit Point Rolls
If a monster at close quarters isn’t killed by the end of the characters’ turn, on its turn, it will attack! (For the games here on Elliquiy, that probably means rape.)
Each surviving monster deals damage according to its entry. Damage taken is cumulative and persists until removed by first aid. Monsters remain at close quarters and continue targeting the same character for attack on their next turn.
At the beginning of their next turn, the character makes a Hit Point roll, which for a starting character is usually d6. If the result is greater than or equal to their total damage taken, they remain standing and can continue to act. Otherwise, they are incapacitated, and can no longer act!
The consequences of an incapacitated character depends on the GM – in some games, they might merely be down until the end of the current combat, while in others, they might be gone for good… Monsters previously targeting the incapacitated character switch to other characters.
Elliquiy alternative: even after a character has been incapacitated, the monsters continue to have their way with them, until the character’s allies intervene…
A character may perform first aid on another creature or themselves. They make the roll for first aid, and the result is subtracted from the damage that the target has suffered, to a minimum of zero damage.
If the target was incapacitated, they may attempt to make another hit point roll, comparing the result to the newly reduced damage number, to see if they regain the ability to act.
First aid may be carried during combat, using up the aiding character’s action for the turn. If the receiving character regains the ability to act, they can do so immediately during the same turn.
For player characters, only one first aid attempt may be made on them per combat. Another combat must be initiated before first aid can be used again on that character.