kcw | star trek: the next generation campaign
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1. Each Round is about 5 seconds.

2. Round Sequence

a. Initiative
b. Declare Actions
c. Execute Actions

3. Initiative

Make a skill test using the weapon skill you will use this round, modified by your Reaction edge. Highest goes first. Ties go to whomever rolled the highest on their Drama die, or to the side that initiated the fight. You cannot spend Courage points to increase your Initiative.

4. Declare Actions

Starting with the highest Initiative, each combatant declares their actions for this round.

5. Execute Actions

Starting with the highest Initiative, each combatant executes their first action. After everyone has done their first action, each combatant can execute their second action (in Initiative order), and so on.

6. Immediate Actions

These are actions that can be done at any time, and don't have to be declared. Examples are dropping a weapon or saying something.

7. Timed Actions

These actions must be declared, and each takes one action in combat. Examples are drawing a weapon, moving, reloading, firing, using a tricorder, first aid.

8. Delayed Actions

When your action comes up and you decide to wait (for someone else to act), you can delay your action. You can then do your action at any point afterwards (note that you can't do one action while delaying a previous action). If this involves reacting to someone else's action (such as "wait until he comes out of cover before firing") then you make Opposed Coordination + Reaction Edge Tests to see if you go before the person you're preempting.

9. Changing Actions

You may change an action to Dodge or Parry (or other things at GM's discretion). This counts as an extra Multiple Action.
10. Multiple Actions

Each action beyond the first penalizes all actions by 1. So doing Four actions would penalize all four actions by 3.

11. Movement

You can move 10 meters as an action with no rolls. Moving faster will require an Athletics (Running) Skill Test.

12. Ranged Combat

Weapons have 4 ranges: Point Blank, Short, Medium, Long with the difficulty to hit being 3/4/7/10. Cover increases the to-hit by 1,2, or 4. Dodging targets can use their dodge instead of the range to-hit. Most penalties to-hit are just +1 or +2.

13. Melee Combat

Weapons have a to-hit number (usually from 6 to 9), depending on the weapon. Different hand-to-hand maneuvers such as punch, kick, grab, tackle are allowed.

14. Damage

Roll for damage, add Strength Edge for melee attacks. Subtract target's armor and resistance. Apply rest to hit points. Wound levels are Healthy/Stunned/Injured/Wounded/Incapacitated/Near Death/Killed with the penalties to skill rolls being 0/+1/+2/+4/Unc/Unc/Dead. Phaser stun damage knocks a target unconscious at the Stunned level. Unarmed attacks normally don't damage a target beyond Incapacitated, unless you really want to (i.e. you can't accidentally kill someone by punching). Courage Points may not be used to increase damage.

15. Special Combat Rules

  1. Covering Fire. You can fire at an area, if you make a skill test then anyone entering the area is hit automatically.
  2. Double Fire. Instead of declaring two fire actions you can fire twice with one action, at a +2 penalty to both shots.
  3. Getting the Drop. If you roll and "hit" the target, you can instead declare that you're "getting the drop" on them. At any time afterwards you can automatically hit them as an Immediate Action. You may not do other actions while covering someone, and they may be able to escape if you're distracted.
  4. Ricochet. Requires a Challenging (9) Skill Test to ricochet a shot and avoid target cover. Must have a surface to ricochet off of.
  5. Snap Shot. You can pop out of cover and fire. This adds +3 to your to-hit. Other side might still be able to hit you using a Delayed Action.
  6. Wide Beam. Note that some weapons can be used at wide beam, although only at closeer range and using up more charges.
Copyright (c) 2000 Kevin C. Wong
Page Created: January 14, 2004
Page Last Updated: January 14, 2004