Ready, Set, Go...!
Counter Based Combat
The more detail oriented simulation variety
In the Beginning…
The first action taken in resolving a physical confrontation is to determine initiative order. Each character has an initiative statistic. Depending on the circumstances of the initiation of conflict add the following to this number for each individual:
|Subject of Ambush||+2D6|
Once the initiatives are determined, the character with the lowest initiative count goes first. In case of a tie the characters each perform an action and the one with the lowest action cost resolves first. If both action costs are identical then both actions are resolved simultaneously.
Each time a character is up on the initiative counter they get to attempt an action. Each action costs a specific amount of initiative. This is called its action cost or AC.
Each character will have a set of actions which are specific to their particular character gained through character choices and development. There are also a set of basic actions which anyone can attempt, they can be found here.
There are a set of specific action keywords that each carry a specific meaning according to the rules. A few examples are;
|Slow||the effects of these actions do not occur until the beginning of this characters next turn, thus they may be interrupted by any action another character may take|
|Fast||the effects of these actions may not be interrupted|
|Interrupt-X||this action may interrupt any action taken that is not marked as fast and where the difference between the interrupters initiative and the current initiative is less than or equal to X|
Each Character has three different modes of movement.
A shift is any movement of one square. The cost for a shift is normally two and may never be less then one.
Slow(All Move Actions are considered slow actions)
An action taken to move during a combat costs 1 + a characters AC/Sq times the number of squares rounded up. For example, a character with a 1.5 AC/Sq who moves four squares increases there initiative by 1.5 × 4 + 1 = 7.
Any movement that is part of resolving another action will follow the normal rules of that action.