Combat Mechanics

Control
The largest part of combat in a field operation is control. Control can be found on a macro level (squad control) and micro level (self control).

There are two different kinds of stressors that are put on an individual: Combat Stressor and Operational Stressor. The primary way to deal with these stressors are called Battlemind Skills.

Post Traumatic Growth
Post Traumatic Growth (known as PTG) is the mitigation of trauma experienced by combat and operational stressors. It does not take away from the dramatic experiences of field combat, but means to make a meaningful experience out of the stressful situation. The growth itself doesn't occur directly out of the trauma, but rather out of the struggle with the aftermath.

Combat Stressor
Combat Stressors are typically from injuries, limb loss, sensory deprevation or any dramatically unexpected outcomes, such as being hit by mace or being ambushed. They can also occur when a soldier kills a combatant or witnesses civilians and teammates being killed. Another combat stressor is a lack of confidence in their cover; if they feel they're being flanked or are otherwise in poor cover, they may act irrationally and break discipline.

Operational Stressor
Operational Stressors occur when chronic conditions detoriate the willpower or physical ability of a soldier. Usually it includes a reduction of the quality of life, omittance of human contact and exposure to extreme weather conditions or geographical environments. Additionally, if a soldier experiences several wounds over a long period of time or witnesses the death of several team members, their capacity to follow orders may deteriorate.

Melee Combat
Two different stochastic systems are used in determing how melee combat evolves through time; rolling a d20 and drawing a card.

Step One
When in melee combat, most fighting is based around grappling and impacting. Before the player actually attacks, the player must indicate whether he intends to grapple or impact. Then he chooses which limb he wishes to use to do the action. If the character has a firearm, he is able to automatically hit the target, which means that all he has to do is draw a card. If an enemy grapples his gun or impacts the hand using it hey may fire it, but the player must then roll as the weapon is out of his control.

Grappling disables the opponent to some degree and disallows him to use whatever is being grappled. It is essentially a tool of control, and further attacks can be made by distorting the limb. For example, if the player grapples an enemy limb and rolls well, then he grabs hold of the lmb and therefore restricts the enemies ability to use it. The player is, on his next turn, allowed to push the limb in an unnatural direction, causing pain and maybe even dislocation. In addition, the player can distort the limb to subdue the enemy and lock him out of action entirely. Some weapons may possess the ability to grapple, for example, the nightstick; the player could use the side handle behind an enemies neck and pull the enemy forward.

Impacts are divided into different types; piercing, slashing and blunt strikes. Piercing strikes punch holes in an enemy and can be done by thrusting a pointed object into the body of an enemy. Slashing occurs when the edge of a weapon is sharp enough to slice the skin. Blunt strikes are any attacks that do not break a persons skin by sharp edge, but through transmitting force underneath the epidermis.

Step Two
Determine the skill of the soldier and roll a d20

Tier 0 = Any Even number, x>6

Tier 1 = Any Even number, x>11

Tier 2 = Any Even number, x>16

Tier 3 = Any Even number

All evens hit, but if the character hits within his tier, then he could either choose to draw another damage card or bring the damage level up by one. Additionally, if the roll is outside the attackers tier, the defender may roll for avoidance or deflection. If the defender rolls even outside of his tier, he avoids the attack entirely; if he rolls an odd then he gets hit. If the defender rolls inside his tier, the defender can counter attack and will be able to attack normally when it's his turn.

If the player wishes to hit a disorienting area, which is defined as either the head, the crotch, the gut or the knees and below (as a mean to disturb their footing) or any means of sensory deprivation, then they must hit inside their tier. If they hit outside their tier they may draw a card and reduce the damage down one level. If the enemy is disoriented, then the enemy must roll inside their tier for one turn in order to hit at all.



Step Three
Draw a card for level of damage

Green = Minor damage, blocked blow

Orange = Adequate damage

Red = Severe damage

Black = Near Death, roll d20: if on a 5, 10, 15 or 20 then it results in instant fatality. Not applicable to most unarmed situations; unless the aggressor has outstanding strength, treat as severe damage.

Ranged Combat
Two different stochastic systems are used in determing how ranged combat evolves through time; rolling a d20 and drawing a card.

Step One
Determine the skill of the soldier and roll a d20

Tier 0 = Even number, x>6

Tier 1 = Even number, x>11

Tier 2 = Even number, x>16

Tier 3 = Even number

Step Two
Damage Allocation

2, 6, 10, 14, 18 = Lower Body

4, 8, 12, 16, 20 = Upper Body

If the persons lower or upper body is behind bullet proof cover, there is no damage.

If the enemies body structure is not humanoid, either ignore or create new rules to determine placement.

Step Three
Draw a card for level of damage

Green = Minor damage

Orange = Adequate damage

Red = Severe Damage

Black = Near Death, roll d20: if on a 5, 10, 15 or 20 then it results in instant fatality. Only applicable for upper body.