COMBAT
Violence and combat is a key to the life of every Splicer. Whether it be defending their turf, fighting off the law or disposing of a rogue security system, combat is where a Splicer can really flex their hardware.
Jockeys spend so much time with their head in the net they forget about the real world. Out here you can't just switch off your problems, you gotta think 'em through.
For instance how am I gonna take out this knife wielding maniac charging me?
E18 fragmentation grenade? Nah not enough time. .357 cal bullet through the brain? Splicer probably has a reinforced skull, plus who knows where their central processing unit could be. 3,687 Kelvin laser directly across the torso? Yeah, that'll at least stop him running.
Bruce “Rock Steady” Von Braun
Famed Mechanist
Augments define how a Splicer can interact with the world and as such, combat may look very different for characters with different hardware. A Physically skilled Splicer outfitted with melee weapons will be in the face of their enemies attempting to cleave them in two. Meanwhile a hacker character skilled in Cyber may hide behind an ally, buffing them with their Protocol commands. Regardless, all combatants (allies and enemies) engage with the same turn based system.
ROUNDS AND TURNS
Like in other TTRPGs, combat in Splicer is broken up into rounds and the turns which comprise them. A turn refers to alloted time in which a combatant makes their actions and influences the battlefield. A round refers to the amount of time within which every combatant takes such a turn. Within the universe of Splicer a round lasts for ten seconds and the turns which comprise them all take place simultaneously.
The order in which each combatant takes a turn each Round is defined by Reflex (as outlined below) and remains fixed, meaning no character may take a second turn before each other combatant has had a turn.
REFLEX
The order in which combatants take their turns in a round is defined by their Reflex. This value represents their reaction speed and preparedness for combat. At the beginning of combat players make a check and calculate their Reflex with the formula; Reflex = d20 + Physical RC. The GM rolls for each of the non-player combatants using the same system.
Once every combatant has calculated their Reflex for the fight this information is collated by the GM into a round order. Defining which characters move (and take their turn) first in the fight.
TURN COMPOSITION
No matter if it's through an augment, a bullet or the use of a consumable, influencing the world during combat is broken up into actions, free actions and movement. During their turns a Splicer can perform two actions, an unlimited number of free actions and utilise their movement. However, non-Splicer characters such as robots or turrets can only perform one action per turn on their turn along with free actions and movements.
Actions allow a Splicer to utilise their equipment, activate their augments (should it require an action to use) or use a consumable like a medical hypo or grenade. Note, that a combatant can also elect to “dash”, converting an action into another allotment of their movement (as outlined below).
Free Actions allow a Splicer to engage in simple object interactions like flipping a switch, drawing a weapon or utilising specific augment interactions as outlined in their description.
Movement refers to the amount a Splicer can travel in a turn and is governed by their Physical attribute. Movement is calculated with the formula; Movement (per turn) = 2 + Physical EC. For example, if a Splicer has a Physical Attribute of eight they will be able to move four (two plus two) metres each turn.
An example of Splicer’s turn is outlined below:
A gun wielding Splicer begins their turn facing down four enemies in a corridor. They know that their crew will be met with a barrage of bullets if they don’t do something fast. They spend their first action firing their weapon at the weakest enemy in an attempt to even the odds. They then elect to charge their Mag-Cannon augment as a Free Action so that it will be ready for their next turn. Finally, they expend their final action to throw down a Holo-Cover Projector in front of their allies before utilising their Movement to run over and hunker down behind it with their crew.
PRIMED ACTIONS
Sometimes on a turn a combatant will have a surplus of Actions relative to their possibilities. They may want to shoot their enemies only to find them all safely in cover. In cases like this characters can elect to Prime their actions, stating what they would like to do with their action and a condition that would trigger it. This system allows characters to hold their actions and use them on turns that are not their own. For example, in the case of facing enemies in cover a Splicer may elect to use one of their Actions to shoot in vain at an enemy behind the cover before deciding to Prime their second action. They tell the GM that should any of the enemies leave cover they would like to shoot at them. On the next turn, an enemy attempts to make a run for a more advantageous position, triggering the Splicer’s Primed Action and allowing them to take an unhindered shot on the enemy's turn.
Note, you can Prime as many actions as you have available however they last only until your next turn.
DAMAGE CLASS
Getting shot, stabbed or compressed into an infinitely small amount of space all deal differing amounts of damage and Splicer differentiates through the Damage Class system. All damage rolls are made with a d6 however the amount of d6’s scales with the severity of the attack.
Damage Classes:
Minor Damage 1d6
Major Damage 2d6
Extreme Damage 3d6
Excessive Damage 4d6
For example, conventional firearms deal Minor Damage while laser guns deal Major Damage. However, these damage classes are always malleable and left to GM discretion, especially when considering the amount of damage Mental Aspects deal.
Regardless of the Damage Class, attacking combatants add their relevant EC to the damage rolls for their attacks. For example, a Splicer attacking with a melee weapon strikes an enemy and deals Major Damage. They roll 2d6 and add their Physical EC, in this case four. The dice show a three and a four and so the Splicer deals a total of eleven (seven plus four) damage.
OPIONAL FLAT DAMAGE RULE
To help simplfy combat, the GM may decide to use Flat Damage. When this rule is active, instead of rolling for damage, a Splicer deals a set amount of damage as determined by the assigned damage class.
Flat Damage Values
Minor Damage 4
Major Damage 8
Extreme Damage 12
Excessive Damage 16
Damage Modifiers are added to these values as normal (relevant EC).
HEALTH
Hit Points measure the amount of physical trauma a Splicer can sustain and is governed by their Physical attribute. In Splicer Hit Points are calculated with the formula; HP = 10 + Physical RC.
For example, if a Splicer has a Physical Attribute of sixteen they will have twentysix (ten plus sixteen) hit points.
Health is hard to come by in Splicer and can only be restored through the use of consumable medical hypos, the Cerebral Transference Aspect or when receiving a full charge at a Recharge Station. Maximum Health can only be raised through increasing a Splicer’s Physical Attribute or purchasing the Armor Plating augment.
DYING
If a Splicer is reduced to 0 hit points they immediately enter the Dying state, meaning they cannot move, speak or take actions of any kind. They will remain in this state for 10 seconds (one combat round), after which they will die permanently.
Using a Hypo on a Dying Splicer, or healing them in any way, will immediately remove the Dying condition and grant them the rolled hit points. Alternatively, allies can attempt to Stabilise a Dying Splicer through using an action and making a check. A successful Tech Check will move the Splicer from Dying to Stabilised. While Stabalised a Splicer is entirely incapacitated and is at 0 hit points, but is not currently at risk of dying. Any damage they sustain will send them back to the Dying state and any healing will bring them back to consciousness.
COVER
Sometimes it's smarter to hunker down than run out and be a hero. Combatants are considered in Cover if they are entirely hidden behind a solid object. The object must be sturdy enough to block bullets, and large enough to conceal the combatant behind it. If the GM determines the object to be suitable protection, anyone taking cover behind it cannot be hit by projectile attacks originating in front of them. However, they are not safe from attackers who manage to gain line of sight or attacks that come from another direction.
Most Cover objects can be damaged and will not withstand repeated hits. The strength of the object is determined at the GM’s discretion, but generally most objects should be destroyed with two to three actions.
While combatants are in Cover they cannot be hit however utilising Primed Actions allows attackers to hold their action until their target leaves Cover.
DETECTION
With the advent of personal artillery and psionic magics subtlety has become a lost art on the street. However, some Splicers still make their living skulking the shadows and striking only when their prey is unaware. Performing tasks without detection requires a Splicer to exercise complete control over their body and as such requires Physical Checks. The difficulty of these checks is left to the GM’s discretion and requires them to consider the location, the individuals involved and any other factors they deem relevant. If Splicers are successful in their checks they are considered Undetected and will not trigger responses from enemies.
While Undetected attacks are considered to be an additional damaged class higher than normal. Usually once an attack has been made, the attacker becomes Detected and must break line of sight before attempting to become Undetected again. Attacks with Silenced Weapons do not force a Splicer into a Detected state, but will prompt the target to actively search for them.
RANGE
When facing down enemies, keeping your distance often means keeping your head. In Splicer, ranged weapons can be fired upon any target within fifty metres without imposing a negative penalty. Anything beyond that range will raise the difficulty class of the relevant check. Similarly, ranged attacks aimed at targets within two metres are also considered one difficulty class higher.
The range of a Splicer’s melee weapons is defined by their reach which is ordinarily one metre. If a target starts their turn within a Splicer’s reach while they are wielding a melee weapon and willingly leaves said range, the Splicer may immediately make a melee attack against them. Additionally, Melee weapons can be thrown using a Splicer's Physical Statistic, however all such attacks should be considered one difficulty class higher than a standard melee attack.
UNARMED ATTACKS
To make an Unarmed Attack Splicers roll a Physical Check against a difficulty class of the GM's choosing. On a success, the Splicer deals Minor Damage.