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==Combat== <b>Dreadful Tide:</b> Combat assumes a dot matrix over a map -- creative, I've never seen anything like this before. Humans and mecha take damage in a universal penalty chart; 10 hits destroys anything. Damage is in three scales: 'human' (x1), 'mecha' (x10), and 'starship' (x100). <b>Extinction:</b> Initiative is creative, with skill checks being used to change your order in battle. Energy points are spent, then it's hit-me-hit-you. Shields subtract damage, then it comes off of Armor, and then stats (lowering Juice makes is less speedy, lowering Payload destroys items on it). Human combat isn't fleshed out. <b>Guerilla Earth:</b> Standard I-hit-you, you-hit-me combat, with one notable exception: Critical hit rules. 10% of all rolls are criticals; critical successes take the target out of the fight; critical failures take the attacker out of the fight. Defense is rare, with dodges only being allowed if you haven't moved so far in a turn. Interestingly, while in a mecha, <i>Will</i> is used to dodge or defend -- a nice way to keep Dexterity from becoming too powerful. <b>Mecha Wars:</b> Interestingly, Movement is done in <i>reverse</i> initiative, and attacks are done in normal initiative -- a nice way of showing how important Initiative is. Mecha power up with EP; attacks are 'Weapon Effectiveness Rating' + 1d10 versus 'Armor Factor' + 1d10; essentially, a random armor effectiveness system, adding another roll between the attack roll and damage dealing. *4 points: Dreadful Tide *3 points: Mecha Wars *2 points: Extinction *1 point: Guerilla Earth
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