Still Human

Advanced Combat Rules

Combat in Still Human is not just about standard attacks and maneuvers; it is deeply influenced by mutations, special abilities, and the environment. These factors can introduce unique effects and challenges that go beyond the regular mechanics, adding layers of complexity and unpredictability to each encounter.


Mutations and Abilities

Mutations and special abilities often play a critical role in combat, creating effects that transcend standard attacks. While not all abilities are designed specifically for combat, many can significantly impact the battlefield.

Using Special Abilities

When a character decides to use a special ability in combat, the GM should carefully read the ability's description and apply its effects accordingly. This involves determining who is affected, how the ability alters the battlefield, and the immediate consequences of its use.

GM's Role

The GM's interpretation and description of the ability’s effects are crucial. They must ensure that the outcomes are clear to all players and that the scene remains consistent with the game's rules and narrative. Ultimately, the GM's word is final in resolving how an ability influences combat.

Burden Points and Crisis

When using abilities, particularly those that push a character beyond their limits, it’s essential to consider Burden points. The GM should remind players of the potential consequences of their actions, including the possibility of experiencing a Crisis. These moments should never be a surprise; the character is always aware when they are nearing their tolerance limits, and players should be prepared for the implications of using their abilities.


Environmental Hazards

The environment is an ever-present factor that can drastically alter the flow of combat. From uneven terrain to crumbling ruins and radiation zones, environmental hazards add a dynamic layer of strategy and danger.

Terrain and Movement

Uneven terrain can make running or moving difficult or even impossible, forcing characters to adjust their tactics. For instance, a character may need to balance carefully on unstable ground or navigate through debris-filled areas where movement is severely restricted.

Structural Hazards

Ruins and unstable structures can collapse during combat, potentially trapping or injuring characters. The GM should monitor these situations closely and decide when and how such hazards might come into play.

Radiation and Other Hazards

Certain areas might be contaminated with radiation or other hazardous elements that gradually weaken or damage characters. These effects are detailed in the Health & Hazards section but should be considered during combat, as they can influence the outcome of the encounter.

Multiple Effects and Conditions

Combat situations can become chaotic when multiple environmental effects and conditions overlap. Fear, stress, and other psychological factors may also influence a character’s actions. The GM should not hesitate to improvise and request saving throws or other checks if they believe these factors should impact the ongoing combat. This adds to the realism and intensity of the encounter, making each decision critical.


Fighting in the Dark

Introduction
Darkness severely impairs sight, one of the primary senses humans and many mutants rely on. While natural darkness can be mitigated with light sources, there are situations where even light might not be enough—especially when facing mutants with enhanced senses or abilities. Moving and fighting in darkness is always a challenge, leading to disorientation, slower reactions, and difficulty in targeting foes.

Mechanics
Darkness disorients individuals unaccustomed to navigating without sight. It slows movement and makes hitting a target significantly harder, particularly in ranged combat.

  • Attack Penalties: Characters fighting in complete darkness suffer a significant penalty to their AP, typically -20 or more, unless they have a method to see in the dark (e.g., night vision, torches) or other senses to compensate. For ranged combat, this penalty can be even more severe.
  • If a character cannot see or sense their opponent in any way, their Dexterity bonus does not apply to their Defense, making them more vulnerable.
  • Perception and Awareness: Characters may need to make Perception checks to detect enemies, avoid ambushes, or navigate their environment. Success can help mitigate penalties and allow more effective reactions.
  • Light Sources and Senses: While torches or night vision can reduce penalties, they may also expose the character's position. Some mutants may have abilities like echolocation, heat vision, or heightened hearing that bypass penalties from darkness.

Using the Environment to Your Advantage

Introduction
The environment plays a crucial role in combat. Taking cover, securing high ground, or using terrain strategically can drastically alter the outcome of a battle. Players and GMs alike should stay attentive to surroundings and use them creatively.

Cover and Concealment

  • Partial Cover: Grants +20 Defense against ranged attacks.
  • Full Cover: Grants +50 Defense.
  • Bonuses may vary depending on material strength and size. The GM has final say.

Improvised Weapons and Traps

  • Improvised Weapons: Use chairs, bottles, rocks, etc. Often catch enemies off guard but apply penalties. See Improvised Weapon rules.
  • Traps: Use terrain to set snares, block paths, or create hazards. Requires GM coordination and appropriate skill checks (e.g., Survival, Engineering).

Terrain Effects

  • Difficult Terrain: Halves movement speed.
  • Slippery Surfaces: May require Balance checks to avoid falling prone. Attacking or defending here may also trigger checks.
  • Hazards: Extreme heat, cold, or toxins can add ongoing damage or condition effects. See Health & Hazards for more.

Ready Actions and Overwatch

  • Ready Action: Declare an action and a specific trigger (e.g., "If someone opens the door, I fire"). The AP is spent and held until the condition is met. If the condition is not met, the AP is still spent.
  • Overwatch: Maintain a general state of readiness to attack the first enemy that moves into a zone or line of sight. AP must be spent to hold the position and is consumed when the action is triggered.
  • Initiative Order: Neither option changes the initiative order.

Use Cases:

  • Ready Action: When timing is critical and the trigger is known.
  • Overwatch: When covering a space without knowing exact timing or direction.

Non-Lethal Combat

Mutant Toughness
Subduing a mutant is no easy feat. Enhanced healing often makes knockout attempts ineffective.

Immobilization

  • Restraints: Use ropes, chains, or similar items to bind targets. Requires a successful grapple or similar maneuver, followed by a Strength check by the target to escape.
  • Traps: Can immobilize or reduce mobility. Requires planning and setup using skills like Survival or Engineering.

Subduing Maneuvers

  • Knockout Blow: Risky maneuver to render unconscious. Requires precision and setup.
  • Grapple and Hold: Classic method for restraining opponents in melee. See Maneuvers.

Tools for Incapacitation

  • Stun Weapons: Tasers or shock batons deliver temporary paralysis. See Weapons for mechanics.
  • Poisons/Toxins: Induce unconsciousness, paralysis, or debilitation.
  • Drugs: Sedatives can be administered through ingestion, injection, or darts. See Health and Hazards.

Preferred Methods

  • Focus on immobilization over knockout.
  • Use traps, bindings, and teamwork to subdue rather than harm.

Managing Combat

1. Using Maps and Miniatures

  • Use grid maps (1 meter per square) for clarity.
  • Use miniatures or tokens for players, enemies, and terrain.
  • Mark cover, elevation, hazards, and key environmental details.

2. Tracking Actions and AP

  • Maintain a clear initiative tracker.
  • Players should track AP on their sheet or via tokens.
  • The GM should keep quick notes of current AP, conditions, and environmental changes.

3. Combat Flow

  • Confirm player actions before resolving.
  • Resolve in initiative order.
  • Encourage players to plan their turn before it arrives.

4. Handling Complexity

  • Break down complex scenes into parts.
  • Use reference sheets for common actions, conditions, and modifiers.

5. Flexibility and Rulings

  • Improvise when needed.
  • Use the spirit of the rules as a guide.
  • Reward player creativity within the framework of realism.

Glossary of Combat Terms

  • AP (Attack Pool): The pool of resources used to perform attacks and maneuvers.
  • DR (Damage Reduction): Armor's ability to reduce incoming damage.
  • Critical Hit: Triggered by a natural 10 on an attack roll; applies additional effects.
  • Flanking: Attacking a target engaged by multiple allies, granting AP bonuses due to divided attention.