Don't worry, these mechanics will be reposted in a better location when the game begins.
Game Mechanics
Movement Round
Free actions:
1) Communicate with people in same or adjacent tiles
Elective options:
Player Movement Choice:
- A) Walk (4) Max 2 diagonal, 1 straight ; Max 4 straight
- B) Run (6) Max 4 diagonal ; Max 6 straight
- C) Sprint (8) Max 5 diagonal, 1 straight ; Max 8 straight
- D) Ambush (0) - Only applies to those who have already prepared an Ambush. Successful Ambush allows FIRST STRIKE
Walk = +1 combat due to extra caution
Diagonal = 1.4 movement points
Straight = 1 movement point
Player Action Choice:
- 1) Defend (+1 combat)
- 2) Hide (Stealth mode) = Allows you to Ambush those who have failed to spot you in the next Interactive Phase.
- 3) Search
Player Combat Choice:
- X) Escape (Flee Combat Immediately)
- Y) Non-Lethal (Fight until sustain X amount of damage, then Flee)
- Z) Lethal
Player Target Choice:
- 1) Attack All
- 2) Attack Strangers
- 3) Attack Non-Humans only
- 4) Attack Zombies only
- 5) Self-defense only
- 6) Attack X (specific known target)
Interactive Round
Free actions:
1) Communicate with people in same or adjacent tiles
2) Trade items with people in same or adjacent tiles
3) Interact with the game environment (see: interactions)
- Break into building using Strength, then Search or Barricade (If you did not just Sprint)
- Break into building using an Item (such as a key) then Search or Barricade (If you did not just Sprint)
- Climb on top of the building using the Fire Escape, then Barricade
- Barricade oneself (open buildings only)
- Use the Subway
- Use the Elevated Train
- Obtain Gasoline
- Attempt to commandeer vehicle
- Attempt to use Ferry
- Sabotage equipment
- Other options, location specific
Barricade inside / Top of building = Negates the ability to escape during combat.
Rule/Mechanics addendum: Climbing on top of a building automatically gives you +1 sight range, +2 with a sniper weapon.
Elective options:
- Ambush target (Only if you're already hiding) Successful Ambush allows FIRST STRIKE
- Hide/Prepare an Ambush (Allows you to attack targets crossing your zone of control in the next Movement Phase instead of moving)
- Search and Destroy (look for items and attack hidden targets)
- Normal Search (look for items)
- Pursue (follow a specific player in your zone of control = guarantees ending up in same tile, follow a specific player in visual range = no guarantee)
- Attack Target (Choose which specific targets to attack before they move)
- Do nothing (reduces risk of being attacked by hidden monsters)
- Defend (Same as Do nothing, but with +1 combat)
Sprinting removes Ambush, Hide/Prepare, Search, Search and Destroy, and Defend as viable options.
Combat Mechanics:
Zone of Control: the 8 tiles surrounding your location, plus the tile you are standing on.
Ambush: Allows you to attack targets of your choosing (who pass into or through your Zone of Control) instead of moving.
Types of weapons:
Melee Weapons: No penalty to same-tile targets.
- Adjacent-tile targets get First Strike when attacking or defending (with a ranged weapon only).
- The Melee weapon holder must close the distance to attack, after all.
- The Melee weapon holder has the advantage against a Sniper Weapon even in an adjacent tile, because Sniper weapons are difficult to use against close targets on the move.
Melee weapons are typically very dangerous, especially in the hands of someone with high Strength in addition to Combat.
Ranged Weapons: No penalty to adjacent-tile targets.
- Same-tile targets get First Strike when attacking (with a melee weapon only).
- The Melee weapon holder has already closed distance and has an advantage in close-quarters.
Ranged weapons are typically dangerous in the hands of someone with high Combat, especially when they have the First Strike.
Sniper Weapons: Same-tile targets get First Strike when attacking or defending.
- Allows you to target anyone within 3 tiles with one shot, anyone outside your zone of control cannot return fire unless they have a Sniper weapon. Otherwise there is only one round of combat, as the target will take cover if they cannot return fire.
- If the target can return fire, normal combat rules apply.
- If the Sniper is attacked, the Sniper can only squeeze off one shot before being forced into melee or normal ranged combat.
- If the Sniper hits the target, the target becomes aware of the Sniper's location.
- Sniper weapons are treated as Ranged weapons in other situations, except against a Melee weapon, which gets first strike if the Melee weapon user is attacking the Sniper.
Sniper weapons are typically the least dangerous in prolonged combat, but useful to gain attacks on targets which cannot return fire.
Combat Rounds:
Order of operations:
First Strike Rounds
1) Ambush-related First Strikes (simultaneous with one another), then
2) Saving Throws (if necessary)
3) All other First Strikes (simultaneous with one another), then
4) Saving Throws (if necessary)
Normal First Combat Round
5) Attackers strike all their targets. (simultaneous) Then,
6) Targets now flee if they elected to Flee Combat Immediately. Then,
7) Whether the target(s) is(are) slain or not, the target(s) has(have) the opportunity to return fire. (simultaneous) Then,
8) All Targets and Attackers now flee if they elected to engage in Non-Lethal combat and have sustained the appropriate minimum level of damage. Then,
9) Saving Throws (if necessary)
10) Next Normal Combat Round begins. However, everyone is now considered an "Attacker".
Normal Second (etc) Combat Round
11) Attackers strike all their targets. (simultaneous) Then,
12) Targets now flee if they elected to engage in Non-Lethal combat and have sustained the appropriate minimum level of damage. Then,
13) Saving Throws (if necessary)
14) Next Normal Combat Round begins. Repeat this round until all attackers and targets have either fled the battle, or been slain, or are victorious.
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