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

2. Round Sequence

a. Initiative
b. Execute Actions

3. Initiative

Dice = Coordination + Reaction + Tactical Genius. Add Planetary Tactics (Small Unit). Highest initiative goes first.

4. Execute Actions

In initiative order, each combatant declares and executes their actions. In general, you can do one action without any penalties. If you do multiple actions, there will be a penalty to all actions that require a test.

5. Multiple Action Penalties

The following penalties assume the primary action is an attack.

  Double Fire               +2
  Draw Weapon               +1
  Change Phaser Setting     +1
  Looking around            +1
  Movement (one direction)  +1 per 2 meters
  Pop-up Attack             +3 (+2 move, +1 sight penalty)
  Psi Action                +1 per second, minimum +2
  Talking (up to 5 seconds) +1


In general the penaties for other actions are:

  Can be done with almost no
  concentration or physical action          +1

  Takes some concentration or
  physical action                           +1 per second

  Takes a lot of concentration or
  complex physical action                   +2 per second

6. Aiming

Characters can aim for a round and get a +3 bonus on their next attack roll. If the character does anything else before he can fire (dodge, move more than a meter) then the bonus is only a +1.

7. Dodging/Parrying

Combatants can always dodge or parry attacks. Make a Dodge roll and check the following table:

  Roll  Modifier
 
    4     +1
    7     +2
   10     +3
   13     +4
   15+    Automatic Dodge


All Out Defense as an action (instead of attacking) gives an extra +2 modifier in addition to the roll. Note that you can't defend against attacks you don't see (with "looking around" you can see attacks coming from behind you).

8. Opportunity Actions

Combatants can delay their declarations/actions to later in the round. Whenever someone finishes their declarations, delayers have a chance to go, but they must dice off (Coordination + Reaction) against the current combatant scheduled to go.
Copyright (c) 2000 Kevin C. Wong
Page Created: January 14, 2004
Page Last Updated: January 14, 2004