Combat

The Turn Sequence

Initiative

All characters involved roll 1d10 and note the total of the die roll plus their Agility scores. Characters who total the highest 1d10 + Agility result may go first on that turn. Turns are comprised of phases, and the number received for Initiative is the number of the first phase during which the character may act. Initiative ties are always won by the the character with the highest innate Agility score, or by the winner of a toss of the dice.

I usually resolve Initiative ties with the higher Agility. If that, too, is the same, the characters are considered to be acting simultaneously. If a clear "first" must be determined, Move Rate is compared next. Only if that is also tied do we resort to a die toss. -B.

It is possible to act more than once per turn. All characters are allowed to act again in the same turn fifteen (15) phases after their last action was allowed. Thus, a character whose total Initiative score was 36 could act first on phase 36, again on phase 21, and a third time on phase 6. Each action performed after the first costs 2 points of Power.

Actions needn't be performed on the phase indicated: in fact, they needn't be taken at all. A character may delay any action allotted to him/her. If a character has as action waiting to be performed, he/she may take it at any later point in the turn, even if interrupting another character's action, by simply informing the GM of this intent. There are two restricitons: actions may not be saved for use in a later turn, nor may a character perform more than one action in any given phase.

I found an alternative on the 'Net that I like a little better: a character may save an action up to the point of his/her next action. This means you can no longer have more than one action saved up at a time, however, since the turn is an artificial construct, there's no real reason that you cannot save actions from turn to turn. This prevents losing a bead on someone ("Freeze, Sucker!") simply because "the turn" has ended. If two characters with saved actions wish to interrupt something (i.e., use the held action on the same phase), the one with the higher Agility goes first. -B.

Surprise

When a successful ambush takes place (allow the victims their Perception rolls to "Detect Danger"), only the attackers roll for initiative on the first turn. During the first turn, the defenders are allowed no normal action phases, but may perform activities covered in "Activities Allowable Outside the Action Sequence."

That's a bit harsh, in my opinion. A full turn of "stun" may be appropriate for civilians or zero-level characters, but battle-hardened supers don't tend to sit around for a full 15 seconds while they're getting pounded on. I suggest instead that those defenders who failed their Perception roll get their Initiative totals halved (rounded down) and furthermore lose all actions that would have taken place before the attackers' highest Initiative. This may, in fact, cause some defenders to lose all their actions, but others might not. The GM may also decree that only certain actions may be performed, such as attack or flee (a "knee-jerk" response). -B.

The Combat Sequence

As stated above, a turn is comprised of phases; the highest Initiative score for the turn is the number of the first phase in that turn. From there, the GM counts down the phases with characters proclaiming thier actions, movement, and other activities as their phases come up. After the end of phase one, the turn is over and any actions remaining are forfieted. (This is no longer true--see above. -B.)

Between turns, before new Initiative rolls are made for the next rutn, power expenditures and other occurances designated as happening "between-turns" must be resolved. These will be noted elsewhere. When this is completed, Initiative scores are rerolled and the next turn begins.

Actions

During a character's phase, he/she may move, perform an action, or both. Simple activities such as opening a door, pushing a button, etc. can be assigned a cost in inches of movement and ocunt as part of the character's move rather than his/her action. Complex activities like picking a lock or programming a computer could very well count as the character's action--and may take several actions to complete. When assigning movement and action costs, the GM should keep in mind that a combat turn in V&V is ia period of only fifteen seconds.

Certain activities are definitely actions unto themselves. Any attack made is an action. Evading is an action. For the action/movement requirement of utilizing the various super powers, consult the descriptions.

A character may expend as many inches of movement per turn as his movement rates allow, dividing his movment as desired among his actions, so long as his maximum rate is not exceeded.

I was never completely satisfied with this arrangement. It means someone can blow their entire move on their first action phase and then have to "freeze in place" for the rest of the turn. If they can move that fast in a single phase, why not the other phases? It's good that people can't just move whenever they want--the system is designed to prevent "chases" (A approaches B who just moves away, so A moves more, so B moves more, etc.) or "drive-by blastings," which would be unbalancing. But here's what I propose: divide your Move Rates by the number of actions you received this turn. On your first action, this is how much you can move. On your next action, you get to move that plus any movement you didn't use from the previous action; any unused movment from actions before the previous one is lost. For instance, let's say Jack B. Nimble (Move Rate = 90") gets a 34 Initiative total. He gets 3 actions, on phases 34, 19, and 4: that's 30" a phase. On 34, Jack decides to move 10". On 19, he could move up to 50", but decides to move only 10". On phase 4, he could move up to 60" (not 70", because he can use a maximum of 30" from a previous action). This better simulates the idea of Move Rate as a measure of speed per turn.

Characters may move and then take their action, or act and then move, but not move, take an action, and move again in a single phase, nor may more than one action be performed by a single character in a single phase.

Activities Allowable Outside the Action Sequence

Characters may talk freely amongst themselves so long as the GM agrees that they are able to communicate at all, regardless of whose turn it is to act. However, if a lengthy discussion ensues, the GM may rule that those involved have finished their turns (Note that some forms of Telepathy can get around this and provide communication at literally the speed of thought. -B.)

Characters may change their Facing at any time, even if it is not their turn to act. If a change of Facing is performed not on the character's action phase, it will cost 2 points of Power. This is done in order to whirl around and face an attacker who comes from behind. In such situations, the GM should require a successful Perception roll in order for the character to be aware of the assailant. If the character actually saw the assailant run around behind, or if someone else who can see the situation alerts the character, then, of course, a Perception roll isn't necessary. Facing changes may be performed only once per phase, except on a character's normal action phase, when he/she may perform as many Facing changes as desired. Note that the facing change oughtn't be performed until the attack has been announced, thus keeping the attacker from continuing his move and coming up from behind again on the same phase.

A character may lie prone (i.e., hit the dirt) according to the same guidelines given above for a Facing change. A prone character cannot get back up except upon his/her own action phase.

Any character may cease an activity he is currently engaged in whenever he desires (unless doing so requires movement or an action), at no Power cost.

Other activities may be allowed if the GM so decrees. Characters should never be allowed to take a full action at any time besides their alloted action phases. Abilities or defenses which do not require an action to activate could be allowed, with doubled power costs, or at least 2 points of power for those not normally requiring power expenditure.

Basic Combat

Combat can be resolved with pencil and paper only, but it is recommended that battles be fought in miniature on a tabletop or floor, to the scale of 1 inch equalling 5 feet. The locations of buildings, etc. can be marked in several ways (anything from flat cutouts to actual H-O scale models will do). Each character must have a marker to locate his/her position, with the direction in which he/she is facing clearly shown. One-inch square cardboard counters are standard, though miniature figures can be used if available (and, if used, they should be mounted on bases 1" square).

The descriptions of several V&V powers needed to be modified [from their original 2nd-edition rules] to work with this new combat system. These are already included in their descriptions on this site.

The [old] Combat Table is ignored. A character's base chance of hitting [an opponent] equals his/her skill score with the attack type being used. See the Skill Rules for more detail.

Once the final chances of hitting are determined, the attacker rolls 1d20. If the die roll is equal to or less than the number required to hit, then the attack is a success. A die roll of exactly "1" is always a hit, regardless of the number required; likewise, a die roll of "20" always misses [and can cause an Incidental Effect as well].

If the target of an attack is immobile, unable to defend itself, (like a brick wall, the broad side of a barn, an unconscious body, etc.), the only roll to hit needed is a roll of anything but a "20." The attacker's bonuses or minuses apply, as well as Range and Special Attack requirements, and any other modifications the GM may decree dependent upon the situation.

Experience Modification

The relative Experience Levels of the attacker and the defender may have an effect on the base chance to hit. Ignore the [old] Level vs. Level table. The attacker's Experience Level is added to his/her chances of hitting, while the defender's is subtracted. Inanimate participants are treated as Level 0, while nonsentient participants are treated as Level 4. Note that an incident (tidal wave, collapsing building, etc.) or object being controlled by a character may behave at the Level of that character, if the GM so rules (this will usually be the case).

Range Modification

The distance between the attacker and target may result in a reduction of the base chance to hit. Consult the table below (note that this one substitues for the one in the V&V rulebook):

Range in Inches Modifier to Hit
up to 7 0
8 - 15 -1
16 - 31 -2
32 - 63 -3
64 - 127 -4
128 - 255 -5
256 - 511 -6
512 - 1023 -7
1024 - 2047 -8
2048 - 4095 -9
4096 - 8191 -10
8192 - 16383 -11
This table progression continues, i.e., for each doubling of Range,
Modifier to Hit is decreased by 1.

If the attacker moved in the same phase as the attack (but prior to it sequentially), add the number of inches moved to the effective Range of the attack for the purposes of this modification.

In my campaigns, "moving targets" are harder to hit as well. If the target is moving, add the inches it has moved so far this turn to the effective Range of the attack, as above. -B.

Facing Modification

Each character has front, side, and rear Facings. [The front Facing comprises that area 45 degrees to the left and right of center. The side Facings are the next 45 degrees to the left and right. The Rear Facing is the 180 degrees behind the character.]

A character can attack opponents to the front without penalty. Attacks made to the character's side receive a -2 modifier on chances of hitting. A character cannot normally make attacks to the rear.

Attacks coming at a character from the front are unmodified. If a character is attacked from the side, there is a bonus of +2 on his/her chances of being hit. If a character is attacked from behind, the bonus is +4. Attacks from above and below count as from behind. My take on these rules was that the modifiers are for attackers of which the defender is already aware. If the defender is truly unaware of, say, an attack from behind, he/she would get one Perception roll to detect the danger, but otherwise it would be an automatic hit for the attacker (except on a "20," of course). -B.

If the attacker is between two of the defender's Facings, or vice-versa (e.g., 3/4 behind), apply an average of the two possible modifications on the chances of hitting (in this case, -3).

Attacks upon a target who is lying prone require a Special Attack to hit, unless the attacker is within 2 inches of the target (or is directly above or below the target -B.), in which case a normal roll to hit will suffice. A prone character's Facing rules still apply.

Cover

When a target is partially hidden behind an obstruction, determine the percent of the target that is covered. [Roll to hit normally.] If a hit is scored, roll percent dice: if the roll is less than or equal to the percent of the target that is covered, the attack hits the cover instead of the target. Roll damage against the cover, and any damage that gets past the cover still hits the target.

An attacker can avoid the interference of cover by making a Special Attack against any part of the target that is sticking out.

Evasion

Evasion is a special maneuver a defender can make to reduce his/her chances of being hit. See the Maneuvers section for details.

Combat Effects

Whenever a character is hit in combat, he/she will be affected in some way. Usually, this results in the victim taking damage, the amount of which is determined by the attack with modifiers applied. The effects of having Hit or Power point damage inflicted on a character are explained in the "Getting Hurt and Recovery" section.

Damage Types and Protection

For the sake of simplicity, all attacks fit into one of these basic Damage Types. Consult the following table:

Damage Type Attack Powers Which Use That Damage Type
Biochemical Chemical Power, Poison/Venom
Energy Flame Power, Light Control, Lightning Control, Sonic Abilities*
Psychic Emotion Control, Mind Control, Telepathic Probe
Kinetic Gravity Control, HTH, Magnetic Powers, Vibratory Powers*
Entropy Ice Power, Paralysis Ray, Death Touch, Devitalization Ray
Gas Special: Any power against which the only defense is not to breathe it. Protection against Gas doesn't merely subtract from the damage of Gas; it negates it completely. Characters may even resist (some -B.) Gas attacks by holding their breath.
*I find it inconsistent that Sonics is Energy while Vibratory is Kinetic. Technically, they should both be the same. I'll use Kinetic. -B.

For any attack power not listed, choose one of these Damage Types when you take the power.

Defenses [Protection] subtract from the damage inflicted by an attack. For example, a character who has a total of 3 points of Protection against Kinetic damage subtracts 3 from the amount of damage he/she takes whenever hit by Kinetic attacks. If the target has no applicable defenses, he/she takes full damage. Powers that have some effect other than damage still make a "damage roll," with the defender's Protection subtracted. If the final result is 1 or more, the power affects the target; if it's reduced to 0 or less, it doesn't.

Protection is cumulative, so add up your total Protection vs. each Damage Type from each power that grants you Protection. For example, a character who has one power that gives him 3 Protection vs. Energy and another power that gives him 5 points of Protection vs. Energy has a total of 8 Protection vs. Energy.

Rolling with the Punch

When a character takes damage, he/she may lose a number of Hit Points or Power Points or both. Normally, all damage taken is removed directly from the victim's Hit Points. However, if the victim is alert and aware of the attack (i.e., not asleep, unconscious, incapacitated, paralyzed, taken by surprise, etc.), then he/she may divert a portion of the damage taken to his/her Power score instead. The maximum amount of damage that a character can take in Power instead of Hit Points from any given attack is equal to one-tenth of his/her current Power score, rounded down. This is called Rolling with the Punch.

In previous campaigns, I followed the above rule for any attack of which the victim is aware. From now on (especially given the new Protection rules which make characters harder to hurt), you can only Roll with damage coming from HTH-based, muscle-powered attacks--i.e., those attacks "slow" enough to blunt the damage by Rolling with the Punch. Examples: Someone's fist--yes. A bullet--no. An arrow--yes. A Power Blast--no. A boomerang--yes. Laser--no. Sword--yes. Bomb--no. You get the idea. I will allow Falling damage to be Rolled with, since there's time to mentally prepare oneself before the impact (Rolling is as much mental as physical, in my opinion). -B.

Knockback

For each Hit Point of damage taken by a character from an impact-like attack, the character is propelled 1 inch away from his/her attacker, minus one inch for each Basic Hit the victim has). Depending on the angle of the attack, he/she may fly up or down or at any angle. If the blow incapacitated or knocked the victim unconscious, each pont of Power damage is included as well. This may result in Falling damage.

Pulling a Punch

If a character wishes to reduce the number of point of damage he/she inflicts on his/her target, (i.e., "pull the punch"), then it must be stated, before even rolling to hit, how may points he/she intends to subtract from the damage score. Thus it is possible to fail to do any damage at all if the amount scored minus the amount held back is zero or less.

Incidental Effects

On any roll to hit which fails to strike the intended target, there is a chance that the attack goes wild and strikes someone or something nearby, or has some other significant effect. The random effect can either be beneficial or detrimental; GM's option, depending on the situation (see also Luck and Bad Karma. -B.). All attacks automatically go astray if the roll to hit was a "20."

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