Combat rules reference in Third Horizon, Ghodar and other places | World Anvil
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Combat rules reference

Coriolis RPG rules - GM and PC support page

Checking on the Coriolis Discord, I read that the publishers are OK with players recreating tables, figures and data from the RPG source material where the only purpose is the facilitation of playing their game and I hereby promise this is my only intent with this article. Here I've taken the Year Zero Engine to modify the Coriolis rules for my own games - Doctor Weather
This is a summary of combat rules from the Coriolis core rulebook.  

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
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  

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
If lying in ambush then test infiltration +2   JUMP TO CONTENTS  

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
 
ATTACKSOTHER
SLOW - 3 APRanged:
  • Aimed shot (+2)
  • Auto-fire *
    - long range max
  • First aid
  • Mystic power
  • Tinker with gadget
NORMAL - 2 AP
  • Standard attack
  • Reload
FAST - 1 AP
  • Quick attack (-2)
    - melee: light weapon only
    - ranged: short range max
  • Prepare attack (ready a standard or quick attack; attack precedes awaited circumstances)
  • Defend against melee attack
  • Draw weapon
  • Drop prone
  • Move (up to move rating)
  • Pick up item
  • Prepare action (ready a normal or fast action; action precedes awaited circumstances)
  • Stand from prone
  • Take cover
  (*) Auto-fire
  • -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
  JUMP TO CONTENTS  

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 CONTENTS  

Modifiers

 
MELEE AND RANGEDRANGED ONLY
Weapon bonusTarget prone (-1)
Target size
  • Tiny -2
  • Small -1
  • Large +1
  • huge +2
Range
  • Close (2m): -3 (+3 if target unaware)
  • Short (20m): 0
  • Long (100m): -1
  • Extreme (1km): -2
  • Beyond weapon range: -3
  JUMP TO CONTENTS  

Defence

  Defence roll possible in melee only
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  

Damage

  Attack successes are spent
First 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
  JUMP TO CONTENTS  

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
* Command can be used instead of medicurgy to heal stress (MP).   JUMP TO CONTENTS  

Grappling

  Damage an opponent in a pin
Normal 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
Melee only
  • Grapple: pin
  • Strike Fear: 1 stress damage
Ranged only
  • 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

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Cover image: cube by anncapictures

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