Combat Modifiers
One of the most exciting times playing the Atomic RPG System will be during Battle Time. In Battle Time, your character’s life and future are on the line. So everything a player, group, and GM can do to influence success and failure should be utilized.
These Combat Modifiers should be used during Battle Time as well as other game modes, depending on the situation.
The GM has final say on what Combat Modifiers will be able to be used. Most Combat Modifiers are situational, meaning characters in the particular situation should automatically gain the appropriate Combat Modifier.
Tactical Advantage
Bonus to Attack equal to Character Tier
Can be gained by Flanking.
Can be gained by Surprise.
Can be gained by the environment.
Examples: Defenders on a castle wall would have Tactical Advantage over the attacking army.
Sharks would have Tactical Advantage against humans in water.
Alien swarmlings would have Tactical Advantage defending the hive mother's den.
Tactical Disadvantage
Penalty to Attack equal to Character Tier
Can be gained by the environment or dramatic situations.
Battling fiends in Hell.
Inflicted with the plague.
Inside the emperor’s sanctified temple.
Flanking
Characters must be adjacent to their target to Flank.
The bonus only applies when attacking the Flanked enemy.
In the case where more than one space or creature is affected by the Power, the Attack Roll may use the Tactical Advantage bonus.
Surprise
Surprising character(s) will have one turn before the Surprised character(s) gets a turn.
Examples: an ambush, getting a face slap from an offended person, or an earthquake.
Cover
Hiding behind a tree or a wagon. Gain bonus to Defenses equal to Character Tier.
Major Cover – 50% to 90%
Better cover, such as palisades in a castle or behind a rock wall. Gain bonus to Defenses of 2x Character Tier.
Superior Cover – 95% to 100%
You are totally hidden from view, behind a murder slit or in a closed closet or otherwise completely hidden. Gain bonus to Defenses equal to 5x Character Tier.
Size and Scale
Person < X-Wing < Corellian Corvette < Star Destroyer < Death Star
The trick here is to determine the Scale Difference between each side. The aggressor in each Action is the one that must modify their attacks, damage, etc.
Please reference the tables below for details.
Reference Size Table
Here is a table of the rough scale. These can be flexible as long as they meet the game needs.
Example | Scale | Scale Changes | Size | Feet |
---|---|---|---|---|
Person | 1 | 10×10 and Less | 100 sq Spaces | 50’x50′ |
X Wing | 2 | 10×10 to 100×100 | 1,000 sq Spaces | 500’x500′ |
Corvette | 3 | 100×100 to 1000×1000 | 5,000 sq Spaces | 1 Mile |
Star Destroyer | 4 | 1000×1000 to 10,000×10,000 | 50,000 sq Spaces | 10 miles |
Death Star | 5 | 10,000×10,000 and larger | 50,000 sq Spaces+ | 100 Miles |
Reference Scale Difference Table for Modifiers
Once you have the Scale Modifier figured out then you can apply the following modifiers to the actions.
Attack Bonus | Something Bigger | Scale Difference | Something Smaller | Attack Pen |
---|---|---|---|---|
1x Tier | 10% Less Effect | 1 Scale Different | 10% More Effect | 1x Tier |
2x Tier | 50% Less Effect | 2 Scales Different | 50% More Effect | 2x Tier |
3x Tier | 90% Less Effect | 3 Scales Different | 100% More Effect | 3x Tier |
4x Tier | 99% Less Effect | 4 Scales Different | 500% More Effect | 4x Tier |
These modifiers should not be used too often but they can really bring some interesting situations to the game.
Usually this will be on the scale of the PC (person size) fighting something a little larger. Or taking pot shots at an aircraft carrier or something.
However, this does not mean the PC’s can’t have 2nd characters that are their personal X Wings (Size 2). In this case they might be Size 2 fighting things that are not only their size (Tie Fighters), but also strafing Stormtroopers that are smaller (Size 1) and troop transports that are bigger (Size 3). This can be really fun but will complicate the battle so it should be used sparingly.
If you are GM looking at something that is not as drastic or complicated. Try using Hordes in your game. They work great to represent drone swarms, a crowd of people, or even a huge creature, like a hydra.