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Posted: 2/6/2006 23:16
Last Updated: 1/15/2019 9:28

Combat System

Combat is a key portion of Super Awesome Action Heroes, as the title so accurately implies. It is designed to be fast, straight forward, and easy to follow.

Once combat is initiated, the first round begins. To determine the round order, Initiative is generated for each character. A character generates his or her initiative by rolling 1d10 and adding their Sweetness Character Statistic to it. (Example, a character with a Sweetness Statistic of two who rolls a five will have an Initiative score of seven). Enemy characters will (of course) have initiative scores as well. The Primary Character (and Main Villain if applicable) receive their plus one modifier on this roll, as well as all other rolls in the Combat section.

Standard Attacks:
If a character chooses to attack on their initiative turn, they must generate their attack score by rolling 1d10 and adding their level and Effective Combat Statistic. The attack score must be higher than the sum of the target's Sweetness Statistic and Level (the effective Dodge).

If the attack is successful, then the attacker must roll the damage score, which is 1d10 plus the attacker's Effective Combat Statistic. The amount of damage actually inflicted is this damage score minus the target's Soak value (which is the targets Level plus Fitness score).

To summarize:
Attack = 1d10 + Attacker's Effective Combat Skill + Attacker's Level
Dodge = Target's Sweetness + Target's Level
Damage = 1d10 + Attacker's Effective Combat Skill
Soak = Target's Fitness + Target's Level

Sweet Moves in Combat:
Sweet Moves are obviously quite handy in combat situations. The primary mechanics of a sweet move are essentially the same in combat, with the exception of how damage is scored. While a Sweet Move can instantly kill an opponent outside of combat, in combat it becomes slightly more difficult.

If a player chooses to use a Sweet Move on their turn as an attack, the steps are done as normal - but the actual damage scored is slightly different. If a sweet move injures a Non-Fodder character conventionally, it does Relevant Effective Combat Statistic + Level (+1 if character is the Primary Character) damage, with no Soak allowed. If the total damage is greater than the first target's life, then the additional damage spills over to the second character, and then the third, etc. If the targeted characters are exclusively Fodder characters, then the equation is modified slightly, adding an additional 1d10 to the summed damage value.

Cover From Gun Fire in Combat:
So one of the more complicated things in any combat scenario is taking cover from gun fire.

Cover from ranged attacks can be taken behind any solid object that isn't considered "fragile or felxible." So things like glass, paper screens, and curtains offer no protection from damage, but materials that wouldn't stop a bullet in real life work a lot better in action movie rules. A car door? Not good for cover in real life, but awesome in action movies. Same with a wooden door.

Sweet moves negate this cover, so you aren't perfectly safe, but it does a lot more than nothing. If a character takes cover behind an object (qualifications determined by the GM), they get an additional 4 plus their level added to their dodge.

There is a downside -- if the character wants to fire a ranged weapon at other characters, they lose their cover until their turn on the next round.

Note -- this does not apply to Fodder characters. Fodder characters get no cover bonuses..

Trae Dorn
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