COMBAT

 
 
 
 

Last updated 17 April 2001

The combat system used in Mekton is not really all that complex, but does take a little explanation.  Unfortunately, the combat system used here is copywritten by R. Talsorian Games, so there is a limit to how detailed I can get.  I'll do my best, both the explain how things work to the players, and to stay on the legal side of copyright laws, but if I err in either case, let me assure all parties that it is not intentional.

In addition, we are using a utility called CyberBoard for resolving combat - this allows a graphic representation of the battlefield, and generally makes it a lot easier to see where everyone is.  Unfortunately, CyberBoard only works on the PC at the moment.  Screenshots may be the best that folks on Macs and Linux systems can get in this game.  I am working on finding a solution, but have come up with nothing better yet.  Here is a list quick-start instructions on using the CyberBoard game files.

Below is "A Quick Summary of Combat" from Mekton.  Links from there will take you to various points of interest regarding combat mechanics in the Spirit Warrior Empire.

Before Combat Begins

  1. Set up Battle Maps and establish terrain
  2. Determine conditions of weather and terrain
  3. Determine Turn Order for all participants in the battle
  4. Set up all players on the board as agreed
At the Start of Each Turn
  1. Players planning to dodge and/or parry announce this at the start of the turn.
  2. Players planning on setting up ambushes must be in position.  They may now make their Ambush rolls.
During Your Own Turn
  1. State whether you are taking your turn now or delaying, and if so, when you intend to take your turn.  You may not delay a second time.
  2. If you failed a stun/shock roll on a previous turn, make another now in order to recover.
  3. Choose as many actions as you are allowed by your Reflex, or Mecha Reflex stat.  You may Move, Shoot, Strike, Defend, Fight, or Other.
  4. If making attacks, make Attack rolls against your target's Defense rolls.  The formula is:  ATTACKER:  [Reflex stat + Weapons Skill + Modifiers + 1d10 roll] vs DEFENDER:  [Reflex stat + Dodge or Piloting skill + Modifiers + 1d10 roll].  If Attacker scores higher then a hit has been made.  Check Attack Modifiers for details.
  5. Apply damage immediately.
  6. If Defender took internal damage, make an Internal Damage save.


EXAMPLE OF COMBAT (it goes here when I get done writing it)
RULES FOR TLATCHTLI
SCENARIO-SPECIFIC COMBAT REFERENCE CHARTS:

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