Starcraft
D6
Table of
Contents
Basics
Characters
Attributes
& Skills
Psionics
Actions &
Combat
Space Travel
Allies & Enemies
Terrans
Protoss
Zerg
Resources
Equipment
Cybernetics
Gamemaster's
Section
Links
Email
Guestbook |
V.
ACTIONS & COMBAT
TAKING ACTIONS
Time
For much of the game, Game Masters can inform characters as to
how much time has passed between events. But for certain actions,
such as combat or a skill used under timed conditions, a more accurate
method is required.
-
Melee Rounds: Melee Rounds are about
5 seconds long. In general, a character can take one action per round
without accruing penalties.
-
Individual Initiative: Characters may
act in the order of their Instincts scores (from highest to lowest).
A character with a higher Instincts may choose to Hold his Action, letting
someone with a lower Instincts act first before he decides what to do.
-
Mass Rounds: Mass rounds are about 30 seconds long and are
used to resolve combat between units (see Mass Combat below).
-
Mass Combat Initiative: Opposing forces may act in the order
of their Tactics score (from highest to lowest). The commander with
a higher Instincts may choose to Hold his Action, letting another commander
act first before he decides what to do.
Multiple Actions in a Round
For every additional action, the character suffers a -1D to all actions
taken that round. Under normal conditions, a character can take a
maximum of 5 actions per round (with a cumulative penalty of -5D to all
actions). Some spells allow for more actions per round with reduced
penalties.
Any additional actions are considered to be taken in the second segment
of the round. Thus, all first actions (by everyone acting in the
round) are resolved in the first part of a round and any extra actions
are resolved afterwards. Who acts first in a round depends upon Initiative
(see above).
Example: Cullen is in combat again. He
decides he will take two actions: he will attack and Dodge.
He will be -1D to both actions.
Reacting
Occasionally, a character will need to react to something that has
occurred during a round. If the character has already acted in the
round, the reaction skill is at -1D for being a reaction and -1D for each
action already taken in the round.
Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction
Skills to avoid damage.
If a Reaction Skill is used while defending from an attack, the dice
roll becomes the difficulty the attacker must overcome to be successful,
even
if the reaction skill roll is lower than the original difficulty of the
attack!
Example: Cullen is in combat and has already
acted once this round. Suddenly, someone shoots at him and he attempts
to Dodge. His Dodge skill is normally 4D, but since he has already
acted, it is now 2D (-1D for having already acted and -1D for being a Reaction
Skill). The shooter's base difficulty was 10. Cullen rolls
2 dice and gets a result of 7. The shooter only needs a 7 or better
to hit Cullen.
Full Reactions
If the character decides that the only action she will take in a round
is to react, then her Reaction skill roll is attempted with full dice and
the result is added to the attacker's difficulty.
Example: Karine knows someone is shooting at
her from a rooftop. She decides that all she will do this round is
Dodge. She rolls her full 4D for Dodge gets 15. The shooter
must now roll higher than 10 (standard difficulty) + 15 = 25 in order to
hit her!
Applying Reactions to the Entire Round
Dodge rolls apply to all ranged attacks in a round. Thus a character
need only Dodge once to attempt to avoid attackers using guns, thrown weapons
or grenades.
Parry rolls must be made for every attack! Thus, in close
combat, if a character is punched four times, he must either attempt four
parries using his Brawling or Martial Arts skill or be take the damage!
RANGED COMBAT
Ranged combat difficulty targets:
Range
|
Difficulty
|
Point Blank |
Very Easy (1-5) |
Short |
Easy (6-10) |
Medium |
Moderate (11-15) |
Long |
Difficult (16-20) |
Extreme |
Very Difficult to Heroic (20+) |
Shooting at Multiple Targets
Characters may choose to aim at more than one target in a given round.
If they do so, they suffer a cumulative -1D when shooting at each target
beyond the first.
Example 1: Karine is cornered by two drooling
zerglings. She is armed with a Gauss Rifle that can shoot up to 5
shots per round. She can either shoot at one without a penalty or
attempt to shoot at both. She decides to fire once at both of her
attackers. Her total dice penalty is -1D to the first shot (the penalty
for taking multiple actions) and -2D to the second shot (the penalty for
multiple actions + the second target penalty).
Example 2: Karine is cornered again, this time
by three Protoss Zealots. She decides to fire once at each (3 actions,
2 additional targets). She suffers a -2D to her first shot (for the
two additional actions), a -3D to the second, and a -4D to the third!
Spraying Bullets
Some weapons, such as fully automatic machine guns, allow the bearer
to spray bullets at an enemy. This has a variety of advantages and
disadvantages:
Advantage
|
Disadvantage
|
Shooter gets +1D to hit and does not suffer
any penalties for aiming at multiple targets in a round. |
The shooter may potentially hit anyone
in the direction in which he is pointing the gun (including allies and
innocents). If the shooter is trying to avoid hitting a friendly
target, add 15 to the difficulty number to hit. If the shooter rolls
less than 15 over the standard difficulty (dependent on range) , he hits
the friendly target as well. Roll damage normally. |
|
Uses ammunition more quickly. |
|
If the attack is successful, roll one
less die for damage. |
Using two guns at once:
Advantage
|
Disadvantage
|
Shooter does not suffer any penalties
for shooting at more than one target in a round without declaring a "Spraying"
action (see Spraying Bullets below). |
Shooting a second weapon counts as an
action (resulting in an additional -1D to each action in the round). |
Both first shots are fired in the first
segment of the round (if one gun is shot twice, the second shot is considered
to go off in the last part of the round, after all other first attacks
have been resolved. |
Shooter suffers an additional -1D to any
shot taken with his or her "off" hand. |
Permits the character to fire the maximum
number of bullets from both guns in a round (thus, is a shooter is using
two pistols which may fire 3 times in a round, she can shoot 6 times total
in the round). |
If someone using two guns stops to reload,
they must take an additional action to stow one gun while the other is
reloaded. There is no additional action if the "extra" gun is thrown
away. |
SCALE
Starcraft D6 does not use Scale to modify attack attempts or damage
as some other D6 games do. Frankly, it just adds more math
and chart-checking. It is assumed that technology is sufficient to
provide adequate targeting for larger scale weapons to hit smaller scale
ones. Furthermore, the loss of the smaller unit's bonus to hit the
larger may be seen as an indication that the smaller unit is less likely
to harm the larger, even if the blow lands.
I've left in references to Scale in certain parts of the game to illustrate
the relative size of different units.
COMBAT MODIFIERS
A number of factors can affect a character's chances to succeed in combat.
Smoke may obstruct a target, oil on the floor may make dodging more difficult,
etc. Following are a number of modifiers Game Masters may choose
to apply in the game.
-
Drawing Weapons: Drawing a weapon counts as an action in a
round (all other actions are at -1D this round).
-
Reloading Weapons: The time required to reload a weapon varies
depending on the type. Most require 1 action to reload. See
the weapon descriptions in the Equipment section.
-
Targeting Systems: Some weapons, usually in aircraft or tanks,
have targeting systems that help the gunner. These depend on the
weapon type and quality.
-
Rate of Fire (ROF): This statistic is given for each weapon.
A weapon cannot be fired more times than its ROF in a round, regardless
of the number of actions the character takes.
-
Called Shots: Attackers can make a "called shot" against a
specific target, such as a particular part of a target's body (a hand,
head, etc) or a small item. Add +1D to the difficulty for a target
10-50 cm (approximately 3-18 inches) long. Add +4D to the difficulty
for a target 1-10 cm long. Add +8D to the difficulty for a target
less than a centimeter long.
-
Cover: Provides a target with some protection from detection
and attack. Add the following modifiers to attempts to detect or
hit a target, when appropriate
Visual Cover
|
Modifier to Difficulty
|
Light Smoke |
+5
|
Thick Smoke |
+10
|
Very Thick Smoke |
+15
|
Poor Light |
+5
|
Moonlight |
+10
|
Complete Darkness |
+20
|
Characters can also hide behind objects, such
as walls and vehicles, which provide protection against attack. Add
the following modifiers depending on how much of the target is covered.
Target is |
Modifier |
1/4 covered |
+5 |
1/2 covered |
+10 |
3/4 covered |
+15 |
Fully covered |
If cover provides protection, attacker
cannot hit target directly. Damage is absorbed by the item giving
protection, until it's Body rating is depleted (see Protection below). |
Protection: Inanimate objects
have a strength rating to resist damage. If the attacker rolls well
enough to overcome the Armor Value, reduce the the object's Body Strength
by the remainder. When the object has no Body Points left, the characters
hiding behind them take any additional damage.
Sample
Protection |
Armor Value
|
Body Strength
|
Flimsy wooden
door |
10
|
10
|
Standard wooden
door |
15
|
15
|
Standard metal
door |
20
|
25
|
Reinforced
door |
30
|
50
|
Blast door |
45
|
100
|
If the damage roll
is lower than the Armor Value, the protection is not damaged at all and
the target character suffers no damage. If the damage roll is equal
to or greather than the protection's Armor Value roll, find the difference
on the chart below to see how badly the protection is damage. Furthermore,
its Armor Value is reduced by 1.
Remaining Body Points
|
Protection is:
|
3/4 to all
|
Not seriously damaged
|
1/2-3/4
|
Lightly damaged
|
1/4-1/2
|
Heavily damaged
|
1 point to 1/4
|
Severely damaged
|
0
|
Destroyed
|
A character behind
protection may suffer some damaged depending upon how badly his protection
is damaged. Subtract dice from the attack's damage based on the chart
below.
Protection is:
|
Reduce weapon's damage by:
|
Not seriously damaged
|
Character is completely protected
|
Lightly damaged
|
-4D
|
Heavily damaged
|
-2D
|
Severely damaged
|
-1D
|
Destroyed
|
Character suffers full damage.
|
Armor: Armor protects the wearer from damage. In the
game, add the value of the armor to the Constitution roll of the character
suffering damage. See the Equipment
section for different armor types.
MELEE COMBAT
Hand-to-Hand Combat
Striking:
The standard difficulty to hit with Brawling roll is Very Easy (5).
Damage is equal to the character's Strength roll + 1D per Effect Value
(see Effect Value).
The standard difficulty to hit with Martial Arts is Easy (10), resulting
in damage equal to the character's Strength. A fighter skilled in
Martial Arts may attempt more complicated maneuvers to render more damage,
but must roll against a higher difficulty number to hit.
Blocking:
Character's may attempt to block an attack using their Brawling or
Martial Arts skills. Players must declare they will be attempting
to block before the attack occurs. If they do not, they suffer an additional
-1D when attempting to block.
Example: Cullen is in a fight with another
Terran. He decides to strike but forgets to "hold an action" in case
he needs to block. The Terran takes a swing and Cullen decides he
had better try to block. He must roll Brawling at -2D. If his
blocking roll is higher than the Terran's attack roll, he will have parried
the blow. If not, he may take damage.
Example: Somewhat bruised from last round,
Cullen decides he will hold an action this round in case he needs to block.
This means he is -1D to both his attack and blocking roll.
An unarmed character may not attempt to block an attacker with a weapon
without a special Martial Arts move.
Melee Combat
Melee Combat is handled much the same way Unarmed Combat is, except
that the characters involved use Melee Combat and are armed with handheld
weapons.
A character armed with a weapon may use it to block an unarmed assailant.
Damage
When an attacker successfully hits his target,
he rolls the appropriate number of dice to designate damage (see the weapons
list in the Equipment section). Ranged
weapons do a set amount (e.g. a Heavy Pistol does 5D damage). Melee
weapons do a the bearer's STR + additional dice for the weapon type + 1D
for every 2 EV points.
The targeted character then rolls his Strength
dice and adds any armor value, if armor is worn. If the target's
strength roll is greater than the attacker's roll, the she had resisted
the damage. If not, consult the table below for results:
Body Points Remaining
|
Effect
|
Description
|
3/4-all
|
Stunned
|
Character suffers
a -1D to all skill and attribute dice for the rest of the round and the
next. If a character suffers a number of stuns equal to her strength,
she falls unconscious for 1d6 minutes. |
1/2-3/4
|
Wounded
|
Characters fall
prone and can take no actions for the rest of the round. The character
suffers a -1D to all skills and attributes until healed. |
1/4-1/2
|
Seriously
Wounded
|
Falls prone and
is in pain. -2D to all actions. |
1 point to 1/4
|
Mortally Wounded
|
Falls prone, and
heavily dazed and will remain that way until healed. -3D to all Attribute
and Skill checks. |
0
|
Falls unconscious
or dies.
|
Unconcious and
must make Con or Endurance checks to remain alive (See below). |
The Big Goodbye: At 0 BP's, the character
must roll a Moderate Con or Endurance check once per 5 minutes.
If you fail, you will die in 5 minutes. CP's can be spent freely
to make these rolls. Once CP's are spent, a character may spend Chi.
Each Chi point buys you 10 minutes of time. Once you're out of CP's
and Chi, you're pretty much done for. |
|
|
Pulping: Cruel GM's may decide that if a character
falls to -10 BP, their body is "pulped," or completely destroyed instantly.
This is a major bummer for characters, as you might imagine, but it makes
for a cinematic moment... |
|
|
Armor
Characters may choose to wear Armor to provide
them with some protection against damage. The Armor Value of the
protection is deducted from any damage rolls against the character.
Every time a character wearing armor takes damage above his armor, the
armor's value is reduced by 1. Different types of armor are listed
in the Equipment section.
Example: Cullen is
wearing leather clothing, which provides 6 points of Armor against damage.
A Confederate soldier shoots and hits him for 10 points of damage.
Cullen takes only 4 points of damage and his leather armor loses
one point of its Armor Value. The next time he is hit, it will only
provide him with 5 points of protection.
MASS COMBAT
Note: there are many game systems out there with well throught
out, detailed rules for mass combat. This is not one of them.
D6 doesn't really lend itself to mass combat rules, and I'm not really
smart enough to come up with a flawless system. Mass combat in Starcraft
D6 is intended to provide background for the adventures of the player's
characters, not be the climax of the adventure iteself.
Time in Mass combat:
Mass Combat Actions are broken into Mass Combat Rounds of approximately
30 seconds, which is divided into two segments. Units may choose
to move or attack in either segment (but it may only do each action once
per round). All attacks that occur in the same segment are resolved
simultaneously (the effects of casualties do not manifest until the next
segment begins.
Units:
The ground troops of each race may be split into small groups that
act as a single unit for combat purposes. The number of individuals
at that construe a unit depends on the race and the trooper type.
For simplicity's sake, only one type of creature may be in a unit.
Race: The race of the acting unit.
# Individuals Per Unit: the number of individuals that
compose the unit.
Casualty Categories: As the unit is reduced it's efficacy
also declines. Reduce Damage and Resistance Dice by the amount indicated
for each category. When necessary, break the appropriate dice into
pips (1D=3 pips).
Damage Dice: amount of Dice added to to the Damage roll
for the attacking force.
Resistance Dice: amount of Dice added to the Defense roll
for an attacked force.
Movement: speed at which a unit may move in Mass Combat Round
Segment.
Race
|
# Individuals
perUnit
|
Casualty
Categories
|
Damage Dice
|
Resistance Dice
|
Movement
|
Protoss |
10 Zealots |
10-8=Full Dice
7-4=2/3 Dice
1-3=1/3 Dice |
2D/unit |
2D/Unit if plasma shields are powered up.
1D/Unit if only armor is worn. |
20m/segment |
Terran |
10 Marines
10 Firebats |
10-8=Full Dice
7-4=2/3 Dice
1-3=1/3 Dice |
1D/Marine Unit
2D/Firebat Unit |
1D/Unit |
20m/segment for Marines
10m/segment for Firebats |
Zerg |
20 Zerglings
10 Hydralisks |
20-15=Full Dice
8-14=2/3 Dice
1-7=1/3 Dice |
1D/Zergling Unit
2D/Hydralisk Unit |
0D/Zerg Unit
2D/Hydralisk Unit |
25m/segment for Zerglings
20m/segment for Hydralisks. |
Example 1: Cullen is commanding 1 unit of Terran
marines into battle. His Damage Dice will be 1D (1D/unit) and Resistance
Dice will also be 1D (1D/unit) the first round. After one round of
fighting, he has lost 3 marines. His Damage Dice and Resistance Dice
will both be reduced to 2/3 normal, or +2 (1D = 3 pips) . If he were
to lose another 2 marines, he will have 5 soldiers left and his Damage
and Resistance Dice will be remain at +2. If he were to lose 2 more
marines (3 left in the unit), his Dice would be reduced to +1.
Example 2: Dan is commanding 1 unit of Hydralisks in
a raid. His Damage Dice will be 2D and his Resistance Dice will be
2D. After one round of fighting, he has lost 3 Hydralisks.
His Damage and Resistance Dice will both be reduced to 2/3 normal, or 1D+1
(2D = 6 pips, and 1/3 of 6 is 2. Subtract 2 pips from 2D and you
get 1D+1). If he were to lose another 4 Hydralisks (3 left), he would
only have Damage and Resistance Dice = +2.
Attack Roll
Base Difficulty: 5 at Close Range, 10 at Short Range, 15 at
Medium Range, 20 at Long Range.
Some units--such as Zerglings and Zealots
can only attack at Close Range. Other units may be Upgraded to extend
their Range.
Attack Dice Pool: Commander's Tactics + Unit Size+ Bonuses (surprise,
terrain, special training, etc.).
Damage: 1D (acts as a Wild Die) + 1D per Unit Damage +1D
per Effect Value (10 over base Difficulty) + Bonuses (weapon upgrades,
etc).
Example: Terrans vs. Zerg on open ground.
1st Segment
Terran Actions: Cullen has 2 units of marines (20 troopers)
and is leading them into battle against 2 units of Zerglings (40 Zerglings).
Because the Terrans have their Guass Rifles, they need not move in order
to attack this round. So, Cullen will attack by rolling his
Tactics (4D) + Unit Size (2D) for 6D (he has no bonuses). His units
are at Short Range (Difficulty=10) and he rolls a 22. To establish
the amount of damage done, he will roll 1D +2D (1D/unit) +1D for Effect
Value=4D. Cullen rolls a 4, 3, 6, and 2 for 15 points of damage, or killing
15 Zerglings.
Zerg actions: Because the Zerg must spend this Mass Round
closing in on the Terrans, they will take damage before they may attack
in the second segment. Zerglings have no Resistance Dice naturally,
so they will take full damage, reducing their numbers to 25.
2nd Segment
Terran Actions: Since Cullen attacked in the first segment,
he may only move in this segment. He decides his forces will fall
back a bit, to higher ground (+1D to Resistance Dice).
Zerg Actions: This segment, the Zerg on on the marines.
The Zerg commander rolls its Tactics (3D) + Unit Size (1D for 1 full unit
and + 1 for the extra 5 remaining after the Terran attack) = 4D+1
with a Difficulty of 5. The Zerg manage a 15. For damage, they
will roll 1D + 1D+1 +1D (for Effect Value)=3D+1. The Zerg get a 4,
5, and 3 +1 for 13 points of damage to the Terran units.
The Terrans roll their Automatic Defensive Check, which will be 2D (1D
per unit) +1D for Higher Ground, for a 2, 3, and 5=10. Thus, the
Terrans only take 3 points of damage, losing 3 marines to the Zerg onslaught.
Casualties may be reduced by Medics. |
Defensive Roll
Automatic:
Most units and individual soldiers will take some action to avoid damage
from an attack. So all units have an Automatic Defensive Roll, reducing
their chances for casualties slightly.
Automatic Defensive Dice Pool: Units' Resistance Dice.
Result: Subtract sum from the Attacker's Damage result.
Defensive Manuevers:
Rather than order an attack, a commander may have a unit (or multiple
units) dig in and take a defensive position. During that Mass Combat
round, the unit will not attack but will benefit from greater protection
against enemy assaults. If Defensive Manuevers are taken, the unit does
not make an Automatic Defensive roll.
Defensive Dice Pool: Commander's Tactics + Resistance
Dice + Cover Bonuses (for terrain, fortifications, etc.)
Result: The Defensive Manuevers result becomes the new
Base Difficulty for the attacking forces.
HEALING
Characters can heal in a variety of ways,
but the three most common methods are natural healing, first aid kits,
and medical bays (or medlabs).
Natural Healing:
A character can heal naturally, but this process
is both slower and riskier than getting medical care. The character
must rest a specified amount of time and then can make a healing roll:
the character's full Constiution to see if the character heals.
Healing characters can do virtually nothing
but rest. A character who tried to work, exercise or adventure must
subtract -1D from his Constitution when he makes his healing roll.
Any character who opts to "take it easy" and do virtually nothing for twice
the necessary time may add +1D to his Constitution to heal.
A wounded character may roll once per day for
healing:
Degree
of Injury |
Difficulty
of Constitution Roll |
Result |
Stunned, unconscious |
Moderate |
Revives. |
Wounded |
Difficult |
Characte raised to 3/4 HP |
Seriously Wounded |
Very Difficult |
Patient raised to 1/2 HP . |
Mortally Wounded |
Extremely Difficult |
Patient raised to 1/4 HP + 1D6 per
EV. |
First Aid Kits/Medpacs
First Aid kits usually have bandages, antiseptics,
anti-inflammatories, painkillers and other lightweight medical supplies.
A standard kit can be used two times before needing to be restocked.
A First Aid roll is required to use a First
Aid kit (or medpac). The difficulty depends on the severity of the
patient's injury:
Degree
of Injury |
Difficulty |
Result |
Stunned, unconscious |
Very Easy |
Revives patient. |
Wounded |
Easy |
Patient Raised to 3/4 HP + 1D6 per
EV. |
Seriously Wounded |
Moderate |
Patient raised to 1/2 HP + 1D6 per
EV. |
Mortally Wounded |
Difficult |
Patient raised to 1/4 HP + 1D6 per
EV. |
Killed |
Unearthly (50) (must
be attempted the round after the patient has been killed. |
Patient has 1 HP. |
If the First Aid roll is unsuccessful, the
character's condition remains the same. If the First Aid roll misses
the difficulty by more than 10 points, the patient remains the same and
another First Aid roll cannot be made for another 24 hours.
Multiple First Aid attempts can be made on
a patient within a single day, but the First Aid difficulty increases one
level for each additional use.
Medical Bays/Medlabs/Emergency
Rooms
Most colonies and bases have fairly advanced
medical facilities, though some of the far-flung outposts approach medieval
standards with their medical care. Aliens may have far different
concepts of medical care as well (Zerg may simply be killed and their biological
matter reincorporated into the Creep; Protoss may permit their bodies to
be discarded and their minds transplanted in other machines).
To use these facilities, a character must have
the Medicine (A) skill.
Degree
of Injury |
Difficulty
and Time |
Wounded |
Very
Easy with 1D hours of care. |
Seriously
Wounded |
Easy
with 4D hours of care. |
Mortally
Wounded |
Moderate
with 1D days. |
Killed |
Unearthly
(50) with 10D days. |
|