Experimental Rules

The following is a sandbox used to explore different ideas for rules to implement into STW:

# Manoeuvres

## Basic Manoeuvres

### Delay

While using traditional Initiative, you can delay a pre-determined action to occur following an ally's turn instead of Evading this turn. This is used to coordinate attacks among group members. The Alternate Initiative is that the Party always goes first, unless surprised. This further helps streamline gameplay, removing the need for both rolling Initiative and allowing the Party to strategize easier.

### Evasion

As a Reaction, use one of the following manoeuvres:

#### Block

Transfer any Health damage to Armour or Stamina (-1 damage taken for the duration of the Round)

#### Brace

You attempt [BRA vs DAM] to Brace yourself for damage this turn (+2 Parry, -1 Accuracy and Fighting next turn)

#### Dodge

Attempt [AGI/DODGE vs ACC/FIGHT] to avoid taking damage (+1 to-hit next round, if successful)

#### Tank

Take damage normally. This is the default Evasive Manoeuvre if you sacrifice your Evasion for another action (+1 Initiative on next roll for each hit received)

### Hide

Can attempt [AGI vs PER] to Hide, if behind Cover (and) Undetected [+2] (-2 if Detected). If successful, gain the Hidden condition.

### Reload

Instead of attacking, you can reload your weapon. Heavy weapons require a Full Action to reload and forgo your Evasion phase.

### Use skill

Use a basic skill (bonus action) or complex skill (multiple or contested rolls, standard action)

## Combat Manoeuvres

### Aimed shot

As a full action, you can aim down sights at a target you can see and gain +1 Accuracy. You make take this action so long as you see the target and can remain Focused.

### Ambush

Attack an enemy caught unawares with a +2 modifier to Accuracy and Damage

### Automatic fire

Using a weapon with the Automatic tag, as a Full Attack, shoot a three-round burst at an enemy. As a multi-attack, shoot multiple three-round bursts at an enemy. Provokes Opportunity Attack.

### Blind Fire

Attack an enemy you cannot see at -2 Accuracy

### Called Shot

Attack a specific body part or location on the target's body at [-2/-3/-4] depending on the size of the target location (ex. [torso/head/eye]). If the target is Unconscious, Incapacitate, or Subdued, and within melee range, no roll is needed

### Charge

Move up to your maximum Movement forwards and make a Melee Attack at -1. Cannot be used on Difficult Terrain.

### Disarm

Can attempt [BRA vs BRA/AGI] to force a Grabbed target to drop their weapon

### Disengage

When you are in melee range of an enemy, use a standard action to attempt [DODGE vs FIGHT] to move without provoking enemy Reactions

### Flank

Attack a Flanked enemy with a +1 modifier to Accuracy and Damage

### Grapple

Can attempt [BRA vs BRA/FIT] to Grapple a target. If successful, they gain the Grabbed condition.

### Knock-back

If target has the Grabbed condition:

* You can attempt [BRA vs FIT] to knock a target back to a chosen hex/square adjacent to them.
* If Critical: the target must roll [AGI/FIT], with the target number being equal to your previous [BRA] roll, or be knocked prone
* Can attempt [BRA vs FIT] to knock a target prone, requiring a Movement action to stand after

### Opportunity Attack

As a Reaction, if you are Aware and a target fails to Disengage or attempts to move into Range, make an Attack as a Reaction at -2

### Overwatch

Ready an Opportunity Attack with a ranged weapon. you may shoot the first enemy that enters a targeted zone as an Interrupt action. Requires Focus.

### Pull

Can attempt [BRA vs FIT] to pull a target to a chosen hex/square adjacent to you

### Run

As a full action, run up to twice your speed.

### Strangle

Can attempt [BRA vs BRA] to Strange a Grabbed opponent. This causes 1d4 non-lethal damage each turn until the character loses consciousness. Strangling attempts have a +1 bonus against Subdued opponents.

### Suppressive fire

While using an Automatic weapon, you can expend six shots of ammunition to give enemies the Suppressed condition

### Targeted shot

As a part of a full-attack, you can declare a targeted shot to a specific part of the target's body. you incur a -1 range penalty for every range increment past point-blank range and a -1 if your target is Alert to your presence. If the Game Master decides the targeted shot is significantly difficult, they may incur additional penalties up to a total of -4 to-hit.

### Throw

* throw a Grabbed person or handheld object to a target area. roll [BRA] for distance and 1d6 for Scatter
* Distance (base): 5m (light), 0.4m (heavy) [r↓]
* -CRT: 0m, +CRIT: up to x1.5 distance (if advantageous), otherwise hit exact target hex
* Scatter (1m): [1: back, 2: left, 3: right, 4: front-left, five: front-right, 6: forwards]

## Focuses

At character creation, choose one of the following focuses:

* Crafting focus [gain Crafting specialty, faster Crafting specialty with +1 quality]
* Intuition focus [+3 Initiative]
* Leadership focus [+1 to all Assist actions]
* Luck focus [+1 Luck]
* Marksman focus [+1 accuracy] (weapon type)
* Melee focus [+1 fighting] (weapon type)
* Parry focus [+1 parry]
* Skill focus [+2 skill points] [meaning, two new skills or +1 existing]
* Speed focus [+10 Movement Points]
* Throwing focus [+1 to-hit with throwing weapons and grenades]

## Advanced Manoeuvres

### Assassin

#### Better Criticals

Can crit on a 19 instead of 20. If using a HI-CRIT weapon, crit on an 18.

#### Excuse Me!

at the end of a targets turn, move to a hex adjacent to them up to five squares away. you do not provoke reactions.

#### Knife Takedown

after a successful melee attack, you may throw a throwing weapon (not a grenade) at a target within range as a free action

#### Lunge

you may make a melee attack against a target within three hexes from you, moving to a square adjacent to them

#### Predator

When you perform a critical sneak attack, deal max damage (if rolled) or +1d6

#### Shadow Stalker

after a successful sneak attack, your target must succeed at DC 6 FIT check or become Slowed and Impaired

#### Silent Takedown

following a skill with a melee or silent weapon in point-blank range, muffle the sound of killed target

#### Sneaky Sprint

crouching no longer incurs a movement penalty. +5 Movement Points

### Brute

#### Adrenaline Rush

+1 to BRA and FIGHT checks while Bloodied (1/2 Health (or: <5)).

#### Intimidating Presence

You may roll Intimidation rolls at 1/2 BRA dL r↓ (ex. 6 (1d10) -> 3 -> 2, 1d6)

#### Metal Machine

+2 Damage against non-heavy robotic enemies (minimum 1) /point invested

#### One Man Army

-1 damage received from conventional weapons (minimum 1)

#### Shock and Awe

Melee weapons deal +1 Morale damage, +1/4 BRA (otherwise: [BRA 7] to Daze opponent, +1/dL). on miss, always deal 1 DAM

#### Stand Behind Me!

You act as half cover for any allies standing behind you

#### Unstoppable Force

you may charge up to your full movement speed, knocking any character your size or smaller 1 Hex backwards. your movement ignores Reactions. you can take 1d6 Stamina damage to ignore difficult terrain and +1 to-hit on your next hit. any obstacles in your way take damage equal to your FIT/BRA dL

### Grunt

#### All Geared Up

You can carry an additional primary weapon on your person without additional Encumbrance /point invested

#### Heavy Reload

You can reload Heavy weapons as a movement action (1/2 Movement Points)

#### Rapid Reload

You can reload non-heavy firearms as a movement action (1/4 Movement Points)

#### Run 'n Gun

You may perform a basic attack after using the Run action with a -2 penalty

#### Second Wind

You can spend a reaction to heal 1d6 Health and Stamina once per encounter

#### Spray and Pray

You can take an additional shot at -2 Accuracy (cumulative with multi-attack penalty). Consume double the usual ammo.

#### You Dropped This!

As a reaction, after an enemy THROWs a grenade or similar object within one hex of you, roll AGI 7 to grab the live grenade and THROW it back at them. If you fail, the grenade now counts as within your hex.

### Leader

#### Back to Back

after a successful critical strike, an adjacent ally can make an attack against the target as a Reaction

#### Battlefield Tactics

If using traditional initiative and your group is not surprised, you can make a LEA roll, adding 1/2 (r↓) the total to all ally's Initiative.

#### Commander

gain +1 =LEA/2 each scene you can hand out to allies. the +1 applies to all actions and is used up after use

#### Comrades in Arms

Choose a fellow PC to be your Comrade (if they allow it), you both gain +1 to all skill checks while adjacent to each other

#### Cover Me!

Choose an ally, you may take a shot at anyone who uses an opportunity attack against them during their movement phase. If you have Comrades in Arms, you can choose your Comrade along with this ally

#### Entrenchment

Forts start with better defences, bonus while Defending in Mass Combat
====Master of War
+2 battalion speed, bonus while Attacking in Mass Combat

#### Opportunist

gain +1 on any melee attack against a Flanked target

#### Rally the Troops!

+2 to Commander Rating in Mass Combat, can use LEA instead of WILL for Fear checks

#### Taunt

target [LEA/INF vs. WILL] to have a -2 penalty to-hit any target except you until the end of their next turn

#### True Grit

when an ally adjacent to you rolls an attack, you may spend your reaction to allow them to roll twice and choose the highest (must be chosen before they roll)

### Marksman

#### Hip Shot

when a target hits you with a ranged attack, you may use your Reaction to immediately shoot them with your sidearm so long as you have one free hand

#### Piercing Shot

shoot a shot through a target to another one directly behind the other within range, 1/2 damage min. 0

#### Precision

-1 Accuracy penalty for targeted shots. deal +2 or +1d6 damage on a critical hit.

#### Relentless

when you miss a shot, get cumulative +1 Accuracy against your next target until you hit

#### Sniper

+1 Effective Range to chosen weapon type.

### Scientist

#### Ace Pilot

once per encounter, you can roll twice on any Drive or Pilot check. you incur no driving penalty difficult terrain

#### Expertise

Once per scene you may roll twice and choose the highest on a knowledge check in your chosen field

#### Field Medic

+2 to all Heal checks on people who are at ≤3 HP

#### Full Throttle

add 1/2 of your speed to your ship's movement points

#### Jury-Rigging

you can repair simple equipment using scrap parts. in addition, you can scrap weapons and armour into scrap equal to 1/4 their initial weight (r↓), minimum 0.

#### Lancer

+2 to-hit while using mounted weapons and vehicle's weapons (including ramming)

#### Learn Your Lesson

After your first failed skill check of the day, gain +1 to that skill until the end of the day.

#### Master Crafter

You gain +2 to Crafting within your specialisation. In addition, you gain +1 to all Crafting checks in your non-specialised fields.

#### Paramedic

+2 to all Heal checks while in combat, first stimpack used is a free action (1/r)

#### Photographic Memory

You do not need to roll Recall Memory checks except to gain Insight on past events, or try to think out possible consequences. +2 to all Smarts-based checks around Memory and Lateral Thinking (asking the GM questions).

#### Psyker

+1 to-hit when using Psionics and Racial Abilities

#### Repair Tool

repair armour/weapons in the field with repair kit?

#### Sapper

+2 to disable traps, vehicles, electronics, robots. +1 to-hit on targeted shots against non-organic targets

### Space Cowboy

#### Combat Roll

After a successful Dodge, you may move two hexes in any direction

#### Count Your Shots

The final shot of a full capacity of a revolver-type weapon deals +2 damage. If the gun is not fully reloaded or one hour passes after reloading, this effect will not trigger.

#### Flechette

make a shot as a full attack against an unarmoured target (or target whose armour is pierced) cause FIT 5 Bleed 1/t. Stacks. Each additional shot decreases the DC of the FIT check needed to succeed by 1.

#### Fleet Footwork

you are treated as one armour class lighter for the purposes of movement

#### On The Move

after incapacitating an enemy, you may move anywhere within three hexes

#### Pistol Fan

While using a revolver-type weapon and within Short range of a target, you may perform a multi-attack at +0/+0/-2

#### Pistol Whip

+1 damage and to-hit when using a ranged weapon as a melee weapon

#### Sweet Talk

Attempt to raise Disposition of target at -1. If success, raise disposition. If failure, lower significantly. Does not work on hostiles.

### Survivalist

#### Imposed Training

Convert your Advanced Manoeuvre into one Character Point

#### King of the Jungle

-2 Damage received from animals (minimum 1) /point invested

#### Mithridates

You become immune to any poison you survive. You gain a +1 to FIT checks to resist poison and disease

#### Unarmoured Defence

-2 Damage from all sources while not wearing armour (minimum 1), -1/point invested

### General Manoeuvres

#### Assassinate

If Hidden, make a melee attack against a Flanked and Unaware enemy. +2 DAM if successful. If unsuccessful, roll [AGI vs PER]. On failure, become Detected.

#### Coup de grâce

attacks made against Immobilised enemies have +2 Accuracy.
attacks made against Unconscious enemies always hit and do +2 Damage.

#### Dive for Cover

after an enemy shoots at you, whether it hits or not, you can use your reaction to move up to your max speed

#### Feint

you can attempt [FIGHT vs FIGHT] to make your next melee attack against a target ignore Evasion

#### Pocket Sand

as a reaction, you can THROW small pieces of debris into an opponent within melee range's eyes. if successful, they are Blinded until the end of their next turn.

#### Quick Disarm

after an opponent misses a melee attack against you, roll AGI vs AGI to Disarm them

#### Riposte

* after a successful Dodge action, you can perform a melee attack against your attacker at -1 Accuracy
* after a successful Riposte, you may attempt [BRA vs. BRA] to grapple your attacker

#### Strafe

* after a Basic Attack, you can ready a Dodge action at -1 Dodge
* after a Full Attack, you can ready a Dodge action at -2 Dodge

#### Subdue

You attempt [BRA vs BRA] to restrain an opponent using a submission hold or restraints. On success, the target gains the Subdued condition.

#### Sunder

make a Targeted Shot at a target's weapon at -4 Accuracy. on hit, the weapon loses 1-3 levels of Durability depending on the hardness of its material and the material of your weapon. If the damage is significant, the targeted weapon breaks.

#### Whirlwind Strike

after killing or incapacitating an opponent with a melee attack, make another attack to an adjacent target as a Reaction

## Overview

* single, burst, throw, grapple: Basic attack
* full auto, multi-attack: Full attack, sacrifice move action
* use complex equipment: Full action, sacrifice attack and move action
* moving, use equipment: Movement action
* use simple equipment: Bonus action
* opportunity attack, evade: Reaction

keep in mind attacking while moving incurs a -1 Accuracy against stationary targets and -2 Accuracy against moving targets. generally, if an action does not require a roll, it is considered a free action

### Multi-attack penalties

* Single: +0/-2/-4/-6
* Burst: +0/+0/-2/-4
* Automatic: +0/-2/-4/-6

or you can make them all +0/-2/-4/-6 ¯\\_(ツ)\_/¯

## Targeted Locations

### Standard [-2]

#### Head

become Dazed, lose Focus. +3 or +1d6 health damage (armour damage if target has helmet)

#### Torso

target is knocked prone one square behind them

#### Arms

-2 to-hit until end of next turn or drop weapon [AGI 5]

#### Legs

target becomes immobilised until end of next turn

### Hard [-3]

#### Eyes

target can only see adjacent squares until the end of their next turn #or Sensors

#### Groin

1/2 movement speed until end of the combat

### Very Hard [-4]

#### Vitals

FIT 7 vs. Instant Death, otherwise counts as a critical hit (x2 damage)

## Movement

### Movement points

* Base: 20 +1/AGI, +3/Speed [1 Hex = 1m, 1 Speed = +3 m/s]
* Run (full movement): x2 Speed, cannot attack

### Movement Costs

#### Posture

* Standing: +0/Hex
* Crouching: +0.5/Hex
* Kneeling: +2/Hex
* Prone: 22 or MAX

Switching posture costs 0.5 MP. The posture order goes Standing – Crouching – Kneeling – Prone. So, for example, it would cost 1.5 MP to go from Prone to Standing.

#### Orientation

* Forwards: +0/Hex
* Sideways: +1/Hex
* Backwards: +1/Hex

#### Terrain & Weather

* Bad weather: +0.5/Hex
* Difficult terrain: +2/Hex
* Shallow water: +1/Hex
* Deep water: 22 or MAX

#### Vehicles

* Vehicle speed: Base: 40, +10/Speed
* Sky vehicle speed: Base: 150, +50/Speed

or smth idk. anyways,

## Conditions

### Bleeding

You suffer 1 DAM at the start of your turn, each turn until you are healed using an item or after a successful Heal check. You count as Bloodied for the purposes of your Manoeuvres and other abilities, so long as you have the Bleeding condition, even if you are above the 1/2 Health threshold.

### Blinded

Blinded. You can only see within the hex you are currently standing in. Cannot take Opportunity Attacks. Cannot use Spot. -2 Accuracy in Short, -4 in Medium, -6 Long+. All other creatures count a Hidden from your perspective.

### Bloodied

A character is Bloodied when they have <1/2 (or: <5) Health remaining.

### Dazed

Cannot take Full Actions. Must choose between a single Attack, Move, or Bonus action.

### Deafened

Cannot use Listen. -2 to actions that benefit from Listen.

### Distracted

-1 to all physical actions, -2 to all mental actions.

### Grabbed

Cannot take opportunity attacks or move. Must either attempt a Manoeuvre or attempt to Disengage [FIGHT vs FIGHT].

### Hidden

Hidden characters cannot be targeted. If targets are Aware of their general location, they can Blind Fire into the area at -4 Accuracy.

### Fatigued

A character is Fatigued when they have <1/2 Stamina remaining. They become Slowed (1/2 Movement Points) and suffer -2 to all FIT checks.

### Flanked

A character is Flanked when one or more enemies are at its rear. It receives a -1 Penalty to Disengage for each enemy Flanking it.

### Focused

A character is Focused so long as they do not have the following conditions: Flanked, Pain, Suppressed, or Taunted. Roll [WILL] to regain Focus.

### Frenzied

Will attack the nearest character within weapon range regardless of their allegiance.

### Flying

Flying creatures cannot be attacked in melee range. However, engaging in Flight triggers opportunity attacks to those in melee range.

### Invisible

Invisible characters can Hide without needing Cover.

### Obscured

While you are Obscured, whether by camouflage or cover, all ranged attacks against you receive a situational -1 or -2 penalty.

### Pain

-1 to All actions (non-cumulative with Painful conditions). Cancels Focus actions.

### Panicked

Will hunker-down in the nearest Cover and refuse to fight.

### Poisoned

Each turn, take poison damage equal to the poison's damage value

### Reach

With Reach, you can make a melee attack one additional square further

### Routed

Will attempt to flee from the encounter, taking the most direct route away from the battle.

### Shaken

Lose move and evasive actions for one turn. Take Morale damage.

### Slowed

When a character is Slowed, they can only move at 1/2 Movement speed.

### Subdued

Restrained. -3 penalty to all Attacks. Must spend Movement Points to stand. If Grabbed, the Grapple must be Disengaged first.

### Suppressed

-1 to All actions. Slowed. Moving through Suppressive fire grants the enemy an opportunity attack at -4.

## Cover

### Cover Levels

* 1/4 Cover (prone) [+0]
* 1/2 Cover (crouching)
* [+1], Full Cover (standing) [+2]

### No Cover

* Stationary [-1]
* Moving [+1]
* Moving fast [+2]

## Detection

### detection levels

Undetected — Hidden — Detected — Observed

## Encumbrance

You may carry:

* One primary weapon (rifle, AR, shotgun, heavy weapon)
* One sidearm (pistol, smg, melee weapon)
* One auxiliary weapon (holdout weapon, small melee weapon, unarmed weapon)
* gadgets (grenades, throwing knives)

## Carry Weight

* Additional primary weapons: 2
* Additional sidearms: 1
* Additional gadgets: 0.5

2 encumbrance = -1 AGI and AGI skills

## Mass Battles

### Army Stats

0-4, roll 1d10s to determine conflict outcomes

* Defence: parry
* Firepower: damage
* Recon: used for RECONNAISANCE rolls
* Size: number of troops, health

### Bonus Ratings

* Commander: gives bonuses based on Commander's Perk
* Movement: speed (based on transport type)
* Supply: extra circumstantial bonuses (if positive) or penalties (if negative)

#### NPC Commander Perks

* Brilliant Strategist: +2 Defence, +2 Firepower
* Cautious: +1 Defence, +1 Recon
* Commando: +1 Firepower, +1 Recon
* Craven: +1 Defence, -1 Firepower
* Reckless: +1 Firepower, -1 Defence
* Skirmisher: +1 Movement, 1/4 instead of 1/2 movement on difficult terrain
* [SEASON] Specialist: +1 circumstantial bonuses during chosen season
* [TERRAIN] Fighter: +1 circumstantial bonuses on chosen terrain