Combat rules reference
Coriolis RPG rules - GM and PC support page
This is a summary of combat rules from the Coriolis core rulebook.
Increase initiative: success spends give +2 (cost 1, multi-buy possible)
Decrease initiative: permanently descrease your initiative score by holding your action
JUMP TO CONTENTS
(*) Auto-fire
JUMP TO CONTENTS
All successes are spent as extra successes (see right). Armour
Successes cause -1 weapon damage. If damage is reduced to zero then critical hit fails. Cover
Cover value sdds to armour: e.g. divan 2, door 4, wall 6. JUMP TO CONTENTS
First success inflicts weapon damage, spend extra successes (see right). Target broken at 0 HP or 0 MP
* Command can be used instead of medicurgy to heal stress (MP).
JUMP TO CONTENTS
Normal action: unarmed melee roll +2, no defence possible. Break out of a pin
Normal action: opposed melee roll. JUMP TO CONTENTS
Initiative
Roll 1d6 and act in order highest to lowest
- Combat Veteran talent: take the best of 2d6
- Ties are resolved by a roll off
- Retain initiative between rounds
Modifiers
- Weapons - by weapon stat
- Surprise attack: +2
Sneak attacks
Pass an infiltration test to get a free normal action- PC and primary NPC get to oppose with observation
- Modifier by length of the sneak: close +2, short 0, long -2, extreme -4
Actions
Take 3AP worth of actions on your initiative- Remember to leave some AP for reactions if you think you'll want them
- Defending in an opposed roll doesn't cost AP
ATTACKS | OTHER | |
---|---|---|
SLOW - 3 AP | Ranged:
|
|
NORMAL - 2 AP |
|
|
FAST - 1 AP |
|
|
- -2
- May keep re-rolling 1d6 until roll 1 and stopped by empty clip
- May hit multiple targets within close range of each other, distribute successes with at least one to each target before other effects can be spent
- Successes spent to suppress do 2 stress instead of 1
Attacking
Weapons I often forget
Club or improvised weapon: Bonus 0, Initiative 0, Damage 2, Critical 3 Unarmed: Bonus 0, Initiative +2, Damage 1, Critical 3 JUMP TO CONTENTSModifiers
MELEE AND RANGED | RANGED ONLY |
---|---|
Weapon bonus | Target prone (-1) |
Target size
| Range
|
Defence
Defence roll possible in melee onlyAll successes are spent as extra successes (see right). Armour
Successes cause -1 weapon damage. If damage is reduced to zero then critical hit fails. Cover
Cover value sdds to armour: e.g. divan 2, door 4, wall 6. JUMP TO CONTENTS
Damage
Attack successes are spentFirst success inflicts weapon damage, spend extra successes (see right). Target broken at 0 HP or 0 MP
- Heal by successes on medicurgy (and also command for MP)
- Death only occurs on critical of 65 and 66, not through damage or stress
Healing damage
Each recovery in the table below must be rolled for separately.Natural healing | Medicurgy * | |
---|---|---|
Critical injury - prevent death | not possible | successful roll |
Critical injury - heal all penalties | wait the time for that injury | successful roll halves recovery time |
Recover from broken | wait 1d6 hours, return to 1 HP/MP | succesful roll to return to 1 HP/MP |
Recover HP / MP | 1 per hour | gain HP / MP equal to successes |
Grappling
Damage an opponent in a pinNormal action: unarmed melee roll +2, no defence possible. Break out of a pin
Normal action: opposed melee roll. JUMP TO CONTENTS
Attack success spends
All cost 1 except crit (see weapon stat)Where logical, multi-buy is possible
- Increase Damage: +1
- Critical Injury: roll on table
- Critical Reroll: roll again on table
- Disarm: weapon or item
- Raise Initiative: +2
- Grapple: pin
- Strike Fear: 1 stress damage
- Suppress: 1 stress (2 if auto fire)
Defence success spends
All cost 1 except crit, (see weapon stat and +1; also, can only bought with counterattack)Where logical, multi-buy is possible
- Decrease Damage: -1 attacker success
- Counterattack: deal damage
- Critical Injury: roll on table
- Critical Reroll: roll again on table
- Disarm: weapon (after attack)
- Raise Initiative: +2
Remove these ads. Join the Worldbuilders Guild
Comments