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haganeForNeVeR
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basic combat mechanics, changed some numbers around
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docs/General concepts.md

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@@ -35,3 +35,5 @@ All objects possess statistics that, in a nutshell, are some numbers that descri
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* Dexterity (Dex) -- agility, precision, speed, you know the drill.
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* IQ -- smarts, intelligence and wit.
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## Derivative stats
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* HP regeneration -- any living object naturally regenerates (Str) HP every 60 seconds, evenly distributed in time.

docs/combat.md

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Combat mechanics
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================
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# Terminology
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* EStr -- character's effective strength after all modifiers are taken into account
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* EDex -- character's effective dexterity after all modifiers are taken into account
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* Acc -- weapon's accuracy rating
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* AV -- attack value
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* WD -- weapon damage
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* DV -- damage value
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* DR -- defence rating
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* d(X) -- a random value between 1 and X, inclusive
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# Attack
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Attack action is resolved in two steps:
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1. Determine if the attack connected:
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* Attacker rolls d(EDex) as his attack score.
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* Defender rolls d(EDex) as his evade score.
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* Subtract defender's evade score from attacker's attack score to get attack value. AV of 0 or more is a hit.
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2. Determine the damage:
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* For melee attacks the DV is WD + d(EStr) + AV
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* For ranged attacks the DV is simply WD + AV
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This damage can be fully or partially negated by the defender's soak value that is determined as d(EStr) + DR
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# Modifiers
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## Range
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When making a ranged attack, attacker's Dex value is modified by -1 for every full (Acc) tiles between attacker and defender. The tiles that attacker and defender stand on are not counted.
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# Effects
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## Bleeding (X seconds)
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Living objects only. Prevents natural HP regeneration for X seconds.
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## Bleedout (X seconds)
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Living objects only. Object is bleeding heavily and will die after X seconds. If any healing is received before the bleedout ends, this effect is replaced with Bleeding for the remaining duration.
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## Stunned (X seconds)
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Any active object. Lasts for X seconds. A stunned object has all his attribute values halved (rounding up). Any queued action is cancelled when object becomes Stunned. Any actions queued by object while Stunned take twice as much time

docs/items.md

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Infamous russian shooting club -- now with modern polymer stock and Picatinny rails.
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## Weapon stats
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* Range -- shows maximum distance in tiles at which this weapon is effective.
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* Accuracy (Acc) -- accuryacy rating of a ranged weapon
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* Damage -- base damage roll of a weapon
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Name | RPs | Avl | Range | Damage
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------------------- | --- | ---- | ----- | ------
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Combat knife | 25 | Low | Melee | 1d4
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Telescopic baton | 50 | Med | Melee | 1d6
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USP .45 | 100 | Med | 10 | 2d6
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AK-12 assault rifle | 150 | High | 15 | 2d8
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Name | RPs | Avl | Accuracy | Damage
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------------------- | --- | ---- | -------- | ------
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Combat knife | 25 | Low | Melee | 2-6
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Telescopic baton | 50 | Med | Melee | 2-10
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USP .45 | 100 | Med | 1 | 6-12
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AK-12 assault rifle | 150 | High | 3 | 8-20
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# Armor and clothing
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## Armor
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A portable single-use IQ test. Push the lever, pull the pin, count to three and throw it at the enemy. If you're smart enough to understand what "it" means, you'll live. Maybe.
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* Flashbang
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Lets out a bright flash and a loud bang. Can give you that extra few seconds you need, provided that the mostrosities you threw that flashbang at actually use their eyes and ears.
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Lets out a bright flash and a loud bang. Can give you that extra few seconds you need, if those things you threw that flashbang at actually use their eyes and ears.
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* First aid kit
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Wound dressings, bandages and antiseptic spray that you'll need to turn a fast bleedout into a slow one.
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------------------- | --- | ---- | ------ | ----- | ---- | ---------------------------------------------------------------------
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Frag grenade | 50 | High | Point | (Str) | 2s | 3d6 damage to any object 4 tiles or less from target point
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Flashbang | 30 | Med | Point | (Str) | 2s | Stun (5s) to any susceptible object 5 tiles or less from target point
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First aid kit | 25 | Low | Object | 1 | 5s | Heal a living object for 2d4 non-anomalous damage
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First aid kit | 25 | Low | Object | 1 | 5s | Heal a living object for 6-10 non-anomalous damage

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