Savage X-COM: New Combat Rules

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Breach and Clear[edit]

These are the rules for entering and breaching an entrance with hostiles behind it who are expecting the team. If the enemy will be completely surprised by the breach, no special rules are required; the team moves in and takes a surprise round as normal.

First, whoever's involved in the breach declares their actions for what they will do. Doesn't have to be overly specific 'I'll toss a flashbang in' or 'I'll break right and shoot the first alien I see'. Is all fine.

Second, the lead operative opens the door (or detonates a breaching charge, or kicks the door down... depending on the circumstances).

Third, anyone throwing a grenade of any type into the room acts first.

Fourth, after the grenade is resolved, everybody acting on the breach, on the defensive and offensive side, makes an agility check. If you're shaken, stunned or surprised; you don't get to roll. The way I picture this is in a breach, everybody's on hold and trying to interrupt each other. Defenders want to shot breachers as they come in, and breachers want to take out the defenders before they can react. If you have the quick edge, you can reroll the agility check as if you'd spent a benny. If you have the very quick edge, you can do that twice.

Fifth, everybody who rolled an agility check then acts in descending order from highest to lowest. Ties act at the same time (leading to situations where two people can shoot each other). Once everybody's acted, cards get dealt and we go into regular initiative order.