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Basic Roleplaying<br />

5. Combat<br />

46<br />

SIMPLIFIED MAPS AND ZONES<br />

Some groups do not appreciate grid-based tactical play and will prefer to disregard precise evaluation of<br />

range and movement. In order to grant a pleasant game experience to them, too, we have provided a<br />

simplifi ed set of rules for range and movement. Unlike the rules for grid-based play, these are not just an<br />

adaptation of standard Basic Roleplaying rules to a larger scale, but a totally new method for evaluating<br />

range and movement allowance.<br />

With this system, you may either use a map that is divided into zones, or run an “abstract” combat in which<br />

you keep track of the relative distance at which the combatants are located.<br />

When evaluating Mecha movement, consider that all movement within a zone costs nothing in terms of<br />

tokens or DEX Ranks. It just takes place at the appropriate DEX Rank for the Mecha. Each Zone moved costs<br />

the Mecha one white token, unless it has or uses some peculiar movement feature like charging. No Mecha<br />

can move further than its basic MOV in zones.<br />

The rules for statement of intent remain exactly the same as those used for grid-based movement, the only<br />

change is in how maximum movement allowance and number of tokens picked is evaluated.<br />

When evaluating range, each zone equals one range level: the same zone is Close range, one zone is Short<br />

range, two zones are Medium range, three zones are Long range; after Long range, the range rating increases<br />

by two zones per level so X-Long range is fi ve zones, XX-Long range is seven zones and so on.<br />

For each zone beyond its standard range that a weapon is fi red at, the skill used to fi re it is halved, down to<br />

one quarter of the base skill. For Long or further range weapons, skill is halved for each two zones or fraction<br />

beyond normal range. If distance is such that skill would go down to one eighth of your normal skill, the<br />

attack is considered to fail automatically. If the weapon is subject to damage halving for long range, which is<br />

usually the case for all weapons except missiles, RPG launchers and fl ying fi sts, the halving occurs when the<br />

weapon fi res more than one range level beyond its effective range, i.e. when skill is reduced to one quarter.<br />

Thrown weapons cannot exceed Short range in any case.<br />

In order to receive cover from a feature on a zone-based map, a Mecha must perform the specifi c action of<br />

“taking cover” behind it. All fi re against it that takes place before the action is not infl uenced by the cover.<br />

The terrain feature must also be big and sturdy enough to actually provide cover to the Mecha – although you<br />

are allowed to use Fate to assert that it is, if the Gamemaster has not determined it before combat starts. If<br />

you wish to take into account each individual tree and boulder on a map as cover, you should evaluate using<br />

grid-based map combat.<br />

As for grid-based battlemaps, zone-based air maps use zones that are the equivalent of an entire land-based<br />

battlemaps. At most, if your land map is very big, you can divide it into two sectors and assign them to two<br />

different zones in the air map.<br />

STATEMENT OF INTENTS PHASE SUMMARY<br />

Starting from the lowest INT or adjusted INT initiative, or in another order agreed beforehand, all player<br />

characters and non-player characters do the following:<br />

Determine their basic DEX Rank by reading it on their character sheet.<br />

[Optional] You may apply the optional rule on page 188 of Basic Roleplaying and have each player<br />

roll 1D10 and add it to the basic DEX Rank.<br />

Declare to what square (or zone) their Mecha will move, up to its maximum movement<br />

allowance, and what kind of attacks or other actions it will perform once it reaches its destination.<br />

Determine how many tokens the Mecha must pick to execute the planned movement. If the<br />

Mecha has any red/white tokens after this procedure, modify the DEX Rank accordingly.<br />

Decrease the DEX Rank by fi ve for each preparatory action the Mecha will perform.<br />

Record the fi nal value for the adjusted DEX Rank in that round, that will be used during the<br />

Action Phase. If DEX Rank falls below one, this means that the DEX Rank becomes one and all<br />

attacks will automatically fail.

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