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Back to Super Awesome Action Heroes Core Rules
Posted: 2/6/2006 22:16
Last Updated: 8/21/2019 14:21

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..

Vehicle Combat and Chases
Car chases are an essential part of any action film. They're fun, they add drama, and we honestly just think they're neat. Now, this system is based on action films, so you're going to have to ignore everything you know about ACTUAL high speed exchanges. What car someone is driving doesn't really matter. Or speedboat. Or airship.

The chaser is always capable of keeping up, because that's way more dramatic.

Driving is treated like combat, with the driver controlling their vehicle on their initiative phase. Other characters can take standard combat actions (including sweet moves), and like good action films characters can hang on to roofs and other unrealistic moves.

Because they’re the main characters.

Pursuits
When one vehicle is chasing another, a driver can choose to make any standard driving maneuvers. Be it slow down, speed up, etc. A driver can also use a sweet move to overtake, ram, or any other kind of neat vehicle trick.

A driver who is trying to lose his pursuers can try to evade on their turn. If they chose to, both drivers will roll a d10. If the pursuer succeeds in matching or beating the the chased car's roll, the pursuit continues. If the pursuer fails, the chased car will pull ahead. If the pursuer fails three times, the chased car gets away. A Failed roll can be reversed though, if the pursuer rolls three successful challenges in a row. So if a pursuer has two fails, three successful challenges in a row will drop that to one.

Vehicles can be damaged, and this affects the rolls. If a player directly attacks a vehicle that's being driven, it has the same dodge value as the targetted vehicle's driver. Damage to a vehicle is calculated differently though. Cars can be cosmetically damaged as much as you want, but they must be hit "critically" to have any game effect. There is a 50/50 chance that a successful attack is critical on a vehicle, and this can be calculated by flipping a coin or rolling any even numbered dice (using the top half for a success and the bottom half as a fail).

If a vehicle is damaged...
Once: The driver gets a -2 on all pursuit rolls
Twice: The driver gets a -5 on all pursuit rolls
Three times: The driver getd a -7 on all pursuit rolls
Four times: The vehicle is disabled.

If a vehicle is used as a weapon, it is calculated as a Melee attack.

Speaking of Pirates...
Pirates are, weirdly, the archetype that covers get away drivers. Because of this, Pirates get a +2 on all vehicle related rolls under Swashbuckle.


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