Age of Apocalypse
As soon as the Game Judge makes sure of the distance between the combatants and any surprise attacks have been resolved follow these steps:
STEP ONE: GAME JUDGE DECIDES WHAT ACTIONS THE CHARACTERS THAT HE CONTROLS WILL EXECUTE. THIS IS NOT DECLARED TO THE PLAYERS UNTIL STEP THREE.
STEP TWO: PLAYERS DECIDE WHAT ACTIONS THEIR CHARACTERS EXECUTE, AND THEN THEY TELL THE GAME JUDGE.
STEP THREE: GAME JUDGE REVEALS THE ACTIONS OF HIS CHARACTERS. ALSO, THE PLAYERS AND GJ MAKE ANY NECESSARY PRE-INITIATIVE FEATS CONCERNING MULTIPLE FIGHTING FEATS, EXTRA ATTACKS POWER, SUPERSPEEDSTERS EXTRA ATTACKS, CERTAIN DEFENSIVE TACTICS, OR ANY OTHER ACTIONS THAT THE GJ RULES SHOULD BE ROLLED PRIOR TO THE INITIATIVE ROLL.
STEP FOUR: INITIATIVE IS ROLLED FOR. COMPARE THE HIGHEST INTUITION RANK ON EACH SIDE AND COUNT THE NUMBER OF COLUMN SHIFTS BETWEEN THEM ON THE UNIVERSAL TABLE. ADD THIS NUMBER TO THE DIE ROLL OF THE SIDE WITH THE HIGHEST INTUITION. Example: GJ’ best Intuition is Excellent; the Player’s best is Amazing. Add +3 to the Player’s Initiative die score.
STEP FIVE: PRE-ACTION ROLLS. THIS IS FOR WHEN CERTAIN ACTIONS MAY OCCUR THAT ARE NOT CONTROLLED BY INITIATIVE (timed explosive devices, trap doors opening, bank vault doors opening, etc.,)
STEP SIX: COMBAT PHASES
EACH SIDE TAKES TURNS COMPLETING EACH PHASE (IF APPLICABLE). THE SIDE WITH INITIATIVE, NOW CALLED “MASTER INITIATIVE” MAY ACT FIRST DURING THE PHASE.
PHASE-A: FIRE AND MOVEMENT
- Any ranged attack (physical, mental, mystical) are resolved. Modifiers due to a target’s declared movement velocity are applied as follows: up to 5 areas -1CS; 6 to 10 areas -2CS; 11+ areas -4CS. (MOVING TARGET MODIFIER)
- If firing and moving at the same time then the attacker is penalized based upon his velocity as follows: up to 5 areas -1CS; 6 to 10 areas -2CS; 11+ areas -4CS.
The movement portion of his action will be resolved during Phase-C (Movement Resolution)
*Super-speedsters are treated as ranged attacks in so far as when they can perform the action that they have chosen. They may resolve a firing attack while moving (apply penalty) or Slugfest/Grapple (now instead of Phase-B) or Charge (now instead of Phase-C)
- If an attacker is already engaged with an opponent in Phase-B (Slugfest) and he chooses to use a Ranged Attack then note the following:
I) Initiative goes to the character with Master Initiative, that is if the combatant that is firing does not have M.I. then his foe will be permitted to strike at him during Phase-B PRIOR to the Ranged Attack to be released.
ii) Ranged Attacks during a Slugfest are at -3CS
- Movement Options:
1) Lateral move (apply moving target modifier), or hold position; remain non-engaged.
2) Dodge while moving (declared during STEP THREE)
This will add the moving target modifiers to any
successful Dodge FEAT adjustment (Moving 6 areas with a Red Dodge FEAT = -8CS to the foe’s attack FEAT).
3) Close in to Slugfest or Wrestle. Since the character is not yet engaged his attack(s) are resolved during Phase-C instead of Phase-B.
3a) Charge Attack. Also resolved during Phase-C. Between Closers and Chargers, the one who traveled the least distance should resolve first.
4) Fighting Withdrawal: The attack is resolved during Phase-B, with initiative going to the character with Master Initiative. The withdrawing combatant is @ -4CS on his attack FEAT and may move up to one-half his movement allowance (round-up) during Phase-C. If he is stunned or KO’d during Phase-B, then no movement during Phase-C, unless he is slammed!
5) Disengage: Adhere to the following: Forfeit attack, however, the opponent gets a +2CS to his attack FEAT.
A disengaging combatant may move up to his FULL movement allowance during Phase-C. If he is stunned or KO’d during Phase-B, then no movement during Phase-C, unless he is slammed!
6) Combat Teleport: Initiative varies with the character’s power FEAT and the GJ’s ruling. A Teleporting character might be able to Slugfest during Phase-A just as a super speedster may, or the GJ could rule that whoever has Master Initiative determines who gets first strike during Phase-B.
7) Elasticity and Long Reach due to Size: These are not considered Ranged Attacks…They are resolved during Phase-C: MOVEMENT RESOLUTION
PHASE-B: SLUGFEST AND WRESTLING
- When combatants are already engaged and do not have to move to strike their foe then they exchange blows during Phase-B.
- If one of the combatants (or both) are using a Ranged Attack please refer to Phase-A, the fourth paragraph for instruction.
- Since multiple fighting attacks are possible during Slugfest, then whoever has M.I. gets to execute his attack one after the other. If due to stunning, slamming, or KO-ing a foe and the attacker still has attacks left to him, then he may still use those actions if necessary during Phase-C (i.e. if he is closed upon or charged).
- If a foe is slammed, then his body is considered moving and any additional damage or collateral damage will be resolved during Phase-C.
PHASE-C: MOVEMENT RESOLUTION
Finally we resolve movement actions:
1) Those who have fired while moving have reach their destination.
2) Those who closed to Slugfest or Wrestle may execute their attack. Please note that if the target has not yet acted or has actions remaining to him due to multi-attacks then Master Initiative determines who gets first strike.
2b) Those who have Charged may resolve their attack. The same notes apply to here as written in #2 above.
3) Fighting Withdrawals: Now may move up to one-half their movement allowance (unless stunned, slammed, of KO’d during Phase-B).
4) Disengaging Characters: Usually this leads to a retreat, but not necessarily. Those who chose to disengage may now move up to their FULL movement allowance (unless stunned, slammed, or KO’d during Phase-B).
5) Slammed Characters: Those who were slammed during Phases-B or C are now dealt with in so far as additional damage and any collateral damage.
END COMBAT PHASES
STEP SEVEN: BOOKKEEPING; GJ AND PLAYERS KEEP TRACK OF LOST HEALTH, LOST KARMA, STUN TIME, AND ANY CHANGES IN POSITION DUE TO THE COMBAT TURN.
RETURN TO STEPS 1,2, AND 3 TO DETERMINE IF THE BATTLE CONTINUES OR CEASES (DUE TO RETREATS, SURRENDERS, OR A TRUCE).