Rules - 4: Combat
   
 

4:1 Attack

Please refer to 3: Introduction to the Combat System for comprehensive introduction and etiquette to the SINergy Combat system.

4:1:1 Attack: Firearms Combat

Relevant Skill(s) -             Primary Skill: Firearms OR Specialisations                                    

The procedure of Firearms combat is just the same as any other skill challenge where the attacker makes his call and the target gets a chance to defend.

If the attacker is successful the target must fall to the floor and act unconscious this is to illustrate that your character is essentially mortally wounded from the DAMAGE of the attacker's weapon.

DAMAGE is the physical trauma inflicted to a characters body and the level of pain and shock the character is suffering.

In order to initiate firearms combat the player must have the Skill: Firearms be it either from his character or from a weapon that acts as a skill.

All Firearms weapons have both a skill and a Modifier the player can choose whether or not to use the Firearms skill of his character or of the weapon when making an attack. This represents the relative ease of firing a gun and hitting a target without having a high skill level.

If a player chooses to use his characters skill then the weapon may act as a modifier and does not use it's rating.

For Example: TOM has a gun that is listed in the equipment appendix as giving either a Firearms Skill of 4 or a Modifier of +2. As his Primary Firearms skill is already 5 he does not use the Firearms skill given by the gun and instead takes the +2 Modifier.

The player points his weapon at the target and calls the name of the 'Target' followed by his 'Attack Rating' followed by any 'Special Calls' he needs to make relating to the ammunition in the weapon or the location of the shot.

Firearms combat call:

TARGET.ATTACK RATING.SPECIAL CALLS (optional)

For instance: DICK draws his gun and points it at his target TOM he then roleplays firing the phys rep and calls: TOM.SIX.TOXIC

Please note: If the weapon does not contain any specialist ammo or the character hasn't got the relative skill levels to call a location the player does not make a 'Special Call'.

The shot does not fire until the entire call is made because of this the final 'Special Call' is used only by those who wish to use ammo with specialised effects. The time it takes to make the call represents the raise...sight.shoot procedure used when discharging firearms at a target.

'Attack Rating' worked out by the Character's or Weapon's Primary skill or Specialisation of Firearms and any modifiers the player wishes to include.

For instance: TOM has a Firearms skill of 5 and a Colt 45 with a modifier of +2 he also has Toxic Rounds which have a +2 modifier making his 'Attack Rating' call a total of 9. His weapons Firearms Skill is only 4 so he is using it's modifier instead.

'Special calls' are effects caused by special ammo types like Toxic and Incendiary rounds and/or location hits caused by higher skill levels. By default you do not make a special call unless you have purchased certain ammo types which have the 'special call' listed in the modifier box or want to make a location hit and have a high enough skill. Normal ammo or lower skills do not have a 'special call'.

The only special calls are TOXIC / BURN / STUN / THRU and LOCATION

For instance: Because Toxic rounds also inflict the damage type TOXIC, DICK must also make the 'special call' TOXIC after calling out his 'target' and 'Attack Rating'. Thus the complete final call DICK must make is TOM.6.TOXIC.

In order to hit a location a Character must have a Specialised Firearms at a high level. Below is a table that illustrates the location size in relation to skill.

Level of Specialised Skill

Location Size

1-5

All shots default to Torso. No special call made

6-7

Limb Sized Objects

8+

Head Sized Objects

DEFENCE

A player may choose to Dodge or Endure as per section 4:2 Defence.


Firearms types

In SINergy there are there are three rates of fire that will be listed in the system notes box in the equipment list. You do not call which rate of fire you are using but instead apply the modifiers of which ever you intend to use keeping in mind that the normal rate of fire is a single round which requires no modification.

The Three Rates of Fire

Single round           Normal Effect on single target

Three round burst          +1 Modifier on single target (3 rounds average)

Auto fire -1 Modifier targets everybody in arc. (10 rounds average)

Example weapon list:

Description

Rating

Availability

Retail Cost

Legality

System Notes

Colt 45

Weapon smith 4

0

650C

Y

SKILL Firearms 4

MOD Firearms + 2

Special Ammo types

In SINergy as in most of the Cyberpunk genre there are special ammo types that have alternative in game effects. They act as modifiers taking into account that unless you have selected to use special ammo there are no modifiers.

Each ammo type corresponds to one of the special damage types below is an example list of the most common forms of special ammo.

          High Explosive          Greater Damage (modifiers)    

          Incendiary               BURN

          Gel Rounds              STUN/TOXIC

          Toxic Rounds           TOXIC

          Tranq Rounds           STUN

          Armour Piercing         THRU

Each ammo type may also have special in game effects that will be listed in the system box on the equipment list.

For Example: HEEP ammo will do three or four high powered shots before destroying your gun.


4:1:2 Attack: Melee Combat

Relevant Skill(s) - Primary Skill: Melee OR Specialisations

The procedure of Melee combat is just the same as any other skill challenge where the attacker makes his call and the target gets a chance to defend.

If the attacker is successful the target must fall to the floor and act unconscious this is to illustrate that your character is essentially mortally wounded from the DAMAGE of the attacker's weapon.

DAMAGE is the physical trauma inflicted to a characters body and the level of pain and shock the character is suffering.

In order to initiate melee combat the player must have the Primary Melee skill be it either from his character or from a weapon that acts as a skill.

The player hits his 'Target' with his larp safe weapon and calls his 'Attack Rating' followed by any 'Special Calls' he needs to make.

Please Note: Although SINergy is equivalent to a contact sport to avoid injury pull your blows. Even LARP safe weaponry can hurt if it connects wrong, for more information please consult the safety guide.

Melee combat call:

ATTACK RATING.SPECIAL CALL (optional)

For instance: DICK draws his tazer sword and hits his target TOM he then calls: SIX.STUN

Please note: If the weapon does NOT have any special abilities the player does not make a 'Special Call'. Special abilities will be listed on the equipment list next to the weapon in question.

'Attack Rating' is worked out by the Character's or Weapon's Primary skill or Specialisation of Melee combat + any modifiers the player wishes to include.

For Example: DICK has a Primary Melee skill of 4 he also has a duela cyber limb which adds a+1 modifier making his 'Attack Rating' a total of 5.

'Special calls' are effects caused by special weapon types like tazer blades and poisoned blades. By default you do not make a 'Special Call' unless you have purchased certain special weapons which have the 'special call' listed in the modifier box. Normal weapons do not have a 'Special Call'.

The only special calls are TOXIC / BURN / STUN / THRU

For Example: Because his tazer sword also inflicts the damage type STUN, DICK must also make the 'Special Call' STUN after calling out his 'Attack Rating'. Thus the complete final call DICK must make while hitting TOM is 5.STUN.

DEFENCE

A player may choose to Dodge or Endure as per section 4:2 Defence.


4:1:3 Attack: Unarmed Combat

Relevant Skill(s) - Primary Skill: Unarmed Combat OR Specialisations

The procedure of Unarmed Combat is just the same as any other skill challenge where the attacker makes his call and the target gets a chance to defend.

If the attacker is successful the target must fall to the floor and act unconscious this is to illustrate that your character is essentially mortally wounded from the DAMAGE of the attacker's blow.

DAMAGE is the physical trauma inflicted to a characters body and the level of pain and shock the character is suffering.

In order to initiate Unarmed Combat the player must have the Primary Skill of Unarmed Combat. The player roleplays hitting his target and calls his 'Attack Rating' followed by any 'Special Calls' he needs to make relating to the nature of the a weapon.

Please Note: Although SINergy is equivalent to a contact sport you do not hit your opponent, for many common sense reasons deliberate contact is not allowed. In all cases to avoid injury pull your blows.

Unarmed combat call:

ATTACK RATING.SPECIAL CALL (optional)

For instance: DICK roleplays hitting his target TOM he then calls: SIX.BURN

Please note: If the player does not have any special abilities the player does not make a 'special call'. Special abilities will be listed on the equipment list next to the extension/weapon in question. For instance shock gloves or a cybernetic arm that admits electrical charges upon connection with target.

'Attack Rating' is worked out by the Primary skill of Unarmed Combat or Specialisation + any modifiers the player wishes to include.

For Example: DICK has an Unarmed Skill Specialisation: Karate at level 5 he also has a shock glove which adds a+1 modifier making his 'Attack Rating' a total of 6.

'Special calls' are effects caused by special abilities given by items like shock gloves. By default you do not make a special call when using unarmed combat unless in very special circumstances such as those above.

The only special calls in unarmed combat are TOXIC / BURN / STUN

For instance: Because his shock glove also inflicts the damage type BURN, DICK must also make the 'special call' BURN after calling out his 'Attack Rating'. Thus the complete final call DICK must make while hitting TOM is 6.BURN.

DEFENCE

A player may choose to Dodge or Endure as per section 4:2 Defence.


4:1:4 Attack: Strength

Relevant Skill(s) - Primary Skill: Strength or Specialisation

You can also attack somebody by using your characters strength skill. This attack works differently depending on what effect you wish to create you can either do physical damage to a player.

For Example: breaking a character's back by crushing it with your bear hands or simply trying to restrain them by holding them back in a fight.

Please Note: You do not have to use you full 'Attack Rating' when performing any of the following attacks it is up to the player to exercise discretion when deciding how much force to apply. If you are told by the player you're touching to stop 'Out of Character' then you must release your hold no matter what you believe your character would do. Please consult the section on Player Etiquette.

The two attacks are:

          Damage      You intend to damage the character you are attacking

          Challenge    You intend to make a strength challenge upon the character.

DAMAGE The first attack is to cause damage to character and is done much in the same way as the combat methods described above. You make contact with your target by placing you hands on them, then you describe what you want to do and call your 'Attack Rating' which is you Primary Strength Skill or relevant specialisation along with any modifiers.

'Attack Rating' = (Primary Skill OR Specialisation) + Modifiers

For instance: DICK attacks TOM and puts his hands on TOM's chest and says that he is crushing his rib cage and then calls his 'Attack Rating' which is his Strength Skill of 3 and the modifier of +2 from his cybernetic hand.

If successful you have carried out the action that you originally described to the character and they become 'Mortally Wounded'.

Defence

A Player may defend this type of attack with his Endurance skill as described in 4:2 Defence.

CHALLENGE The second attack is using the strength skill to overbear your opponent for instance restraining them or having an arm wrestle. You are NOT causing damage only a challenge of strength.

First you make your action; for instance restraining your target; then you state your intentions and your 'Attack Rating'.

'Attack Rating' = (Primary Skill OR Specialisation) + Modifiers

For instance: HARRY grabs TOM after healing him and tries to restrain him from attacking DICK in retaliation. HARRY states "Restrain" and then because his Primary Strength Skill is 6 calls "6".

If successful you have successfully carried out what you originally stated as you intentions.

Defence

A Player may only defend against this sort of challenge with his own Strength Skill (Primary or Specialised) + Any Modifiers as it is a direct challenge of strength versus strength.


4:2 Defence

To defend against a combat challenge you must have either the Dodge skill or the Endurance skill. If you do not successfully defend you must fall to the floor and act unconscious to represent that you are mortally wounded. Your character is dead if you are not stabilised within ten minutes. When a character is dead he will be removed from the game.

There are three outcomes to combat.

NON WOUNDED: Skill = Dodge

The Player was successfully able to dodge the attack and has not incurred any injury. A player can only dodge as many attacks as there are points in the characters' dodge skill.

LIGHTLY WOUNDED: Skill = Endurance

The Character has been hit but was able to endure the damage inflicted by the attacker; this can only be done as many times as there are points in the player's endurance skill. If a player does not find a medic within 10 minutes of being 'Lightly Wounded' his character will automatically succumb to his wounds and become 'Mortally Wounded'.

MORTALLY WOUNDED

The Character was unable to successfully defend and thus must lie on the floor acting unconscious to represent the character as mortally wounded. If the character is not stabilised within 10 minutes he is dead.

Please Note: A player can only dodge and endure as many attacks as there are points in the corresponding skill. After half and hour from your last defence challenge your dodge and endurance refreshes returning your potential amount of dodges and endures to its maximum.

After the attacker has made his attack call of:

TARGET. ATTACK RATING.SPECIAL CALL (optional)

The defender or 'Target' can either choose to DODGE, ENDURE or the 'Attack Rating' hits.

Please Note: When a player has both the Primary skills of 'Dodge' and 'Endurance' it is up to them to decide which one they would like to use when attacked.

Explosives

When an explosion is going off player tells a Ref and the Ref Calls a 'Time Freeze'. The explosion does an Area Effect and Damage as per the description in the 'System Notes' box on the weapons list. Ref calls damage to everybody in area, can defend by using endurance.


4:2:1 Defence: Dodge

Remember that when a character dodges an attack they are not dodging the bullet but rather dodging the action of firing. You can only dodge an attack if you have the Primary skill of Dodge or a Specialisation if you do not then your character can try and endure the hit if he has the Primary skill of Endurance or Specialisation otherwise he is 'Mortally Wounded'. To dodge the attack the attackers 'Attack Rating' must by higher than the total 'Dodge Rating' of the defender.

For instance: DICKS target is TOM and his 'Attack Rating' is 6, to dodge the attack TOM's 'Dodge Ability' must not be less than 6 otherwise he is Mortally Wounded.

Please Note: The attackers 'Attack Rating' is the number he called when making his attack.

'Dodge Rating' is your Primary Skill: Dodge OR Specialisation + Any modifiers.

If the attacker's 'Attack Rating' is greater than your 'Dodge Rating' your attempt to dodge the attack was not successful. If however your dodge was successful then you must Roleplay dodging the attack.

For instance: TOMS 'Dodge Rating' is the sum of his Primary Dodge Skill (5) + the modifier given by his speed ware, a cybernetic implant that adds + 2 giving him  a total 'Dodge Rating' of 7. Thus TOM's 'Attack Rating' of 6 is not greater than DICK's 'Dodge Rating' of 7 so TOM successfully dodges and he roleplays by jumping out of the way.

Please note: Do NOT put yourself or others at danger when roleplaying your character dodging an attack. Use common sense when judging what you would do in the given situation and roleplay the results but most importantly do it safely.

A player can only dodge as many attacks as there are points in the characters' Primary Dodge Skill OR Specialisation. After half and hour from your last defence challenge your dodge and endurance refreshes returning your potential amount of dodges and endures to its maximum.


4:2:1 Defence: Endurance

Some characters may be able to endure an attack thus absorbing the damage and still be able to react and move without becoming 'Mortally Wounded'. You can only Endure an attack if you have the Primary Skill: Endurance or Specialisation if you do not then your character can try and dodge the hit if he has the Primary Skill: Dodge or Specialisation otherwise he becomes 'Mortally Wounded'.

To endure the attack the attackers 'Attack Rating' must by higher than the total 'Endurance Rating' of the defender.

For instance: DICKS target is TOM and his 'Attack Rating' is 6, to endure the attack TOM's 'Endurance Rating' must be no less than 6 otherwise he is 'Mortally Wounded'.

'Endurance Rating' is your Primary Endurance skill OR Specialisation + Any modifiers.

If the attacker's 'Attack Rating' is greater than your 'Endurance Rating' your attempt to endure the damage was not successful. If however your attempt at endurance was successful then your character absorbs the damage and becomes 'Lightly Wounded' but still able to function without being significantly damaged by the attack. The player then roleplays being hit but at the same time enduring the damage of the attack.

For instance: TOM's 'Endurance Rating' is the sum of his Specialised Endurance skill of Combat Endurance 4 + the modifier given by his armour that adds +2 giving him a total 'Endurance Rating' of 6. Thus DICK's 'Attack Rating' of 6 is not greater than TOM's 'Endurance Rating' of 6 so TOM endures the bullet wound and roleplays clutching his chest but remains mobile.

Please Note: Unless a 'Lightly Wounded' character finds a Medic within ten minutes of enduring his first damage he becomes 'Mortally Wounded'.

A player may only endure as many attacks as his total 'Endurance Rating' in one Combat situation before becoming mortally wounded. After half and hour from your last defence challenge your dodge and endurance refreshes returning your potential amount of dodges and endures to its maximum.

For instance: DICK makes 6 more identical attacks with a 'Attack Rating' of 6 and a 'Special Call' of TOXIC. TOM manages to endure the next 5 attacks but the final one hits him. He has already suffered one attack and his 'Endurance Rating' is only 6 thus adding the 5 hits to the original 1 means he has run out of chances to endure damage. TOM's character becomes mortally wounded from 6 points of TOXIC damage and he roleplays going down unconscious.


Armour

In SINergy it is possible to increase your Endurance by wearing armour. Just like Weapons each piece of armour either gives you a level of a Skill (in this case Endurance) or a Modifier if you already have the skill or it is higher than the level given by the armour.

There are various types of armour:

'Cloth' (Heavy Leather) 
Endurance level 1
OR
Endurance +1
Skinweave
Endurance level 1
OR
Endurance +1
Flak Vest
Endurance level 2
OR
Endurance +2
Sub Dermal Plating
Endurance level 2
OR
Endurance +2
Combat Armour 
Endurance level 4
OR
Endurance +4
WEB* Suit 
Endurance level 6
OR
Endurance +6
*WEB Armour: Warfare Environment Battle Armour (full encasement armour protection).

Armour can be locational, in other words provide extra endurance against location hits, however it is up to wearer to keep track of what levels of armour he has where. This is why it is not recommended to tab locations with armour unless you are prepared to monitor it.

You can only stack two layers of armour (as per the maximum two modifier rule) be they 'sub dermal', 'cloth' or one of each. That is not to say that your character cannot wear more than one but you will not receive any benefits in game for it.

If at any time you become 'Mortally Wounded' the armour on the hit location is broken and has no further in game effects.

If Cyberware is acting as armour then it too is broken if it is on the location that is damaged.