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My squad and I are here to talk to you about what happens during a combat exchange.  Either this will be ranged combat with firearms or close combat where we fight hand-to-hand or with other weapons.

First thing we need to deal with is what is called Initative.  The gamemaster(the person who created this site) will roll what he says is a d10 and adds it to your Initative Bonus.  He will then declare the order of the combat.  It will look something like this:
 
 

Initative Table
McBride  16
GI Joker #1 14(8)
Martin 14(5)
GI Joker #2 13
GI Joker #3 9
Bentoni 8
GI Joker #4 5

The GM will then declare the actions of the opponents IF a Cobra Operative has won initative.  If he hasn't, then you go blind.  You have to basically guess who and what might attack you.

You can make four different types of actions during an action.  Please note that the number of actions in a round must be taken right in a row.  Therefore, you must declare actions all at once.
 
 

Actions
Movement Attacking Special Action Avoid/Parrying
Up to your Movement Allowance(during an action) Make one melee attack or 1 Missle Attack This covers things from reloading weapons to setting off a bomb This is done automatically whenever you are a target of an attack

Be careful when you make Attack actions.  You can spend 1 action and basically do an uncontrolled attack.  There are penalties to your action roll dependant on how far away your victim is from you.  IF you decide to spend 2 actions in making an attack, the penalties are dropped considerably.

Combined Actions are such that you make more than 1 action in the span of a few seconds.
 
 

Combined Actions
Action Type Charging Accurate Aiming Focusing Taking Cover Ambush
Effect You can move and make an attack in the same action.  Your skill score is effectively halved if you try this This takes one action and you must spend the next action attacking.  If you do this, and succeed, you receive a bonus to your hit location roll Only made in Melee Combat. If you succeed with the attack, the GM will make a MST roll.  If that succeeds, you do double damage.  If you fail, you only do 1/2 damage Takes all actions.  You cannot make any other action except this. Must be done when a player gets surprised.  It takes 2 actions, one to move into position, and another to attack.  No penalty to the attack.  GM will determine if you can make this attack.

There are different firing modes(listed in the Weapons chart on the Equipment page).  These are defined below.
 
 

Firing Modes
Mode Single-round attack Burst Full Automatic Rapid Volley Area Spray
Effect This is your normal 1 shot attack.  Lose 1 ammo If you make a success with your first attack, the GM will roll another attack will the appropriate Automatic Skill.  If you succeed, you get a second roll of damage.  Lose 3 ammo. Exactly like a burst, but if the second roll is a success, there is a third roll made.  If this is successful, you get another damage roll.  Loss 10 ammo Ability to choose the number of shots fired(2 to 5).  Each bullet can hit specific targets(each bullet gets a cumlative -2 to the combat roll to hit).  Must determine how large of an area you want to fire(90 degress max.)  Each person in the area is subject to one attack(at a -3 penalty).  Avoid rolls get a +3 to the check to avoid.  This attack cannot be aimed.  Lose 20 ammo.

Now.  Once you've determined when you act and what you're going to do on your turn, it's time to have the GM do his job.  He will inform everyone the results of the round and will post it in a combat report.  Once that is completed, players will be able to declare actions for the second round.

What happens when you actually get hit?

Well, that depends on a few things.

First off is the actual damage of the weapon that hit you.  Usually, it'll be 1d4 or 1d6.  Sometimes, getting hit by a grenade might increase the damage or being slammed into by an anti-tank missle might splatter you across two counties.

The GM makes the hit location roll on a d20 according to the table below.
 
 

Hit Locations
Close Combat Missle Combat Target Area
1-3 1-3 Left leg
4-6 4-6 Right leg
7-9 7-8 Left arm
10-12 9-10 Right arm
13-15 11-14 Stomach
16-18 15-19 Chest
19-20 20 Head

Once this is done, the GM will make the proper damage roll(d4, d6, whatever).

Now, the GM looks to see what type of armor you are wearing on that Body Part.  All armor has a AV score.  The GM will then roll a d10 and you hope that you can get under the AV for that body part.  If the roll is missed, the weapon does full damage.  If the roll is under your AV, the amount of damage done is determined by subtracting the difference between the AV of the armor piece from the d10 roll and adding 1.

Here.  If a player has a ballistic vest on which has an AV of 3 and gets hit with a bullet that does 5 points of damage, the GM rolls a d10 and checks against the AV score. If it comes up with a 4 or higher, the full 5 points of damage is done.  If the roll turns up a 3, 1 point is subtracted from the damage, leaving 4 to be applied.  On a roll of a 2, 2 points of damage is subtracted, etc.

Even if a bullet is stopped by the armor, the AV of the piece of armor is effectively dropped by 1.  Therefore, armor can degrade pretty fast when bullets start to fly around.

Damage is then applied to the target immediately.  Dependant on the amonut of BP's left in the body part, various effects occur.

If the player is hit in the arms and has only 1 BP in either arm, any action with that arm gets a -5 to the skill roll.  If it has no BPs left, you cannot do anything with that arm.

When you have only 1 BP left in a leg, you can move half the distance than you normal can.  If you have no BP left in the leg, you can only move 1/4 the distance.

Stomch, chest and head are very similar.  If you have 1 BP left in your stomach, chest or head, you take 1 less action than normal.  When you have no BP's left, you automatically pass out from the pain.  The effects are cumlative, so if you have 1 BP left in your chest and head, you lose 2 actions per round.

What happens when the body part goes below 0 BP? It is then critically wounded and you are in tough shape.  An arm or leg that has taken twice the number of BPs it has must come under qualifed medical care within the hour or else it becomes permenantly useless.  If the chest, stomack or head is critically wounded, you die.  That's the end of the story.

Natural healing will repair 2 BP's in each body part every day if you are under medical treatment.  If not, you get 1 BP every day.  If you move around, you gain 1 BP every other day.  Critical Wounds are healed at half this rate until it reaches a BP of 0.

Durgs and a stay in the hospital can really help out, usually up to 4 BPs a day.

Example: A leg is critically wounded(normal BP is 8, currently at -6).  This will take 10 days to completely heal in a hospital(6 days to reach zero, and then 4 days to reach eight).  If you're lying low in a sewer with no doctors around, it takes 20 days.  If you're on the run and much change your shelter every day, it takes a total of 40 days.

That's the basic stuff of combat.  When you get into your first battle, the GM will help you out and direct traffic so you get an idea of what needs to be done.