Future Imperfect chapter 3-B

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Chapter 3-B: Conflict

Conflict

You have a Hero, and you know what the numbers mean and how the dice and cards function. Now it is time to begin bringing the Crew to life. A good story is never easy. The protagonist finds obstacles at every turn. Overcoming these obstacles form the basis of both the Hero and the story. Whenever a Hero is at odds with some element of the universe, there is conflict. When that conflict devolves into combat, the Master breaks the game down into "rounds" of about 2 seconds each (four half second fragments). This may also be referred to as "action time".

Action Time

When the Master declares action time, the sequence of game play becomes more structured. Each turn is divided into four fragments (listed in the bottom left of the action card, as well as along the left edge in graphical form).

When two actions occur within the same fragment, consult the impulse (upper left portion of the card) to break ties. While from an exterior point of view these actions appear simultaneous, the fragments allow the game to provide a mechanism for timing and tie-breaking that is simple and clear.

Because combat time simulates approximately 2 seconds of time in 54 impulses, each impulse is approximately .037 seconds. If knowing exactly when something will occur is necessary, the impulses can be used to extrapolate.

To randomly determine when an action occurs, simply draw an Action Card and consult the Fragment number in the bottom left. Break ties using the Impulse as detailed below. If a Fragment result of 0 is given, the action happens immediately before the round. If it is a 5, it happens immediately after it.

Surprise

Most beings don’t just whip out their pistols and start blazing away when some tentacled baddie comes jumping out of the black of space at them. They usually just fumble with their vocabulary until their training kicks in and motivates some action (which just might be drawing the aforementioned pistol).

Anytime there's a good chance your character might be surprised, the Master is going to ask you to make a Bravery check. The difficulty is Standard (5) if your character's expecting some sort of danger- lncredible (11) if he's not. If you don’t make the roll, you don’t get any cards, and your character can’t act that round. He can act normally in the next round as long as he makes an Easy (3) bravery check.

Ismail steps out of the airlock a few seconds before Allison. Her first instinct is always to keep her crew safe, especially Allison, the youngest crew member. She is very wary of danger. When a stream of bugs come barreling out of the ruins, she (and Allison) need to make Bravery checks at difficulty 5.

Combat Sequence

I. Declare actions
II. Determine initiative
III. Resolve actions

Declare Actions

Once action time is initiated, the first step is to declare actions. Each participant, in order of descending Reflex values, will call out their intended action for the upcoming round. Since declaration happens before determining the order of actions, it is possible the action chosen may be deprecated before a character has an opportunity to act. In this case, the character has two choices: perform a different action of the same speed, or assume a defensive posture. If a similar action is chosen, a penalty of 3 is assessed to the check (subtract 3 from the result).

Action declaration needs to be reasonably specific, but the meaning of this phrase is free to be interpreted by the members of your group. It is suggested that for targeted actions, the intended target should be specified in some way. This need not be a specific individual, but it should be clear who that target is when the action is performed.

Leonid Kovnachuk (Chuk) is warily covering his comrades’ retreat with his blast MMG. While they scamper up the ladders behind him, he watches the two passages leading to their platform. When it is his turn to declare, he states his intention to fire the MMG at a visible target, if one presents itself, in one of the passages. If multiple targets are available, the closest will be the lucky recipient of his blast projectile barrage.

Because it is impossible to know all of the details of a situation in the future, a little flexibility is ok. In this case, it would be possible that two (or more) enemies are both equidistant when his action comes. That is ok, let the player choose the one preferred. If, however, the choice is not obvious (the player takes more than a second or two to decide), randomize the choice or the character hesitates and moves to the next fragment.

The Master should set a standard for the specificity that works for his group. Players who attempt to circumvent this guideline should have a penalty assigned to their actions. While this is a game, it is not about winning. If an intended action takes more than a few seconds to describe the possible permutations, that is too long.

In general, movement must be declared in a direction within 2 hex sides. Weapons fire in the standard arc of fire. This means exact targets need not be declared, but the direction of the target does. Just like the exact place you will go is not necessary, but a general direction is.

Describing the action while it is occurring, however, should be allotted any amount of time as necessary to ensure dramatic and exciting action. More on that later.

Determine Initiative

Once all participants have declared their intended actions, the next step is to order them for resolution purposes. Actions are never simultaneous. The system as devised ensures that ties never occur.

Action Speed

Some activities can be completed in a single action (under two seconds), others require multiple actions to complete. All actions have a listed speed value, either F, N, S or V. Actions that take multiple turns will have a speed such as M3 (takes 3 actions).

Performing an action is more than the net time it takes to complete once started, it also entails preparation and finding the right opportunity to act. Combat is stressful and chaotic.

Some actions and equipment have numbers preceded by an M. To perform this action, a character needs to spend and hold actions to prepare, aim, or otherwise get ready for his attack. Notate the spent actions however you see fit, any type of counter will do. Once the counter is taken the action is spent. When a number of counters equal to the given number are taken, resolve the action.

example

Actions are considered to have a speed of N (Normal) unless they have an assigned attribute.

Simple Actions

A Hero can perform a simple action together with any other actions. A simple action is one that doesn’t require much concentration, such as talking or resisting a psychological contest. Simple actions do not affect the speed of a given action.

Combining Actions

Some actions are really a combination of two or more actions. They could be drawing and firing a weapon, aiming and firing a weapon, or moving and attacking. The possibilities are nearly endless, so instead of attempting to quantify each, the rules support a simple adjustment to the speed value of actions to account for doing multiple things at once.

Adding an ancillary action reduces the speed of the action one level. When assigning the new speed, use the lowest of the two action speeds before adjusting for combining the actions. Kayla Argent uses a 3mm Laser pistol. This weapon has the Fast attribute. She wishes to open a bulkhead door and fire at enemies she presumes to be behind it. Opening a door has no attributes, so this is a Normal speed action. Combining it with a Fast action results in a Slow (S) action (N reduced 1 level, to S).

If Kayla wishes to sprint across the room and fire her Laser, this would be a Normal action (both movement and her Laser are Fast).

Initiative

To determine the order of actions, each participant makes a reflex check and consults the initiative section of the same Action Card. Note that a second card is seldom necessary, even on exceptional results. Use the portion of the initiative box for the speed of the action chosen. For reference a key is printed above the 1st Fragment initiative box.

Start with the 4th Fragment initiative box (the lowest one on the card, just above the card’s Fragment number). The numbers in the 4 boxes are the TN for action in the given Fragment. Compare your Reflex check value to the TNs to find where your action occurs. If your Reflex check value is less than the TN for the 4th Fragment, your character has no action that round. Never fear, however, next round you get +1 to your Reflex check!

Waiting

Sometimes you might want to wait until some character does something before you take your action. Say you know some bug-eyed alien is about to come through a door, and you want to wait and blast a hole in it when it does.

The way to do this is by waiting. When your action comes up, tell the Master you are waiting and what you are waiting for. When the proposed condition is met, take your action. If declarations occur while you are waiting, you may continue waiting. To stop waiting, declare a different action in the declarations phase.

If the condition you set involves the actions of another character, like when the beastie comes crashing through the door, to perform your action first requires you beat it in an opposed Reflex contest. The winner gets to resolve his action first.

You can wait over several rounds if you like. If you become affected by psychology, you may lose your prepared action (see Chapter XX).

Resolve Actions

Extended Actions

Sometimes, a Hero will wish to accomplish something that takes more than a few seconds during a combat. Maybe he needs to assemble a radio, translate a Forerunner manuscript or place an explosive charge. In this case, the Master will assign an action speed to the action. Acts exactly like any other multiple action (those preceded by an M). In some cases, the preparation must all be done consecutively without interruption, in others preparation may be done in chunks as desired. This determination is up to the Master.

When attempting to perform an extended action, use the following procedure. When it is your turn to take an action, inform the Master that you are preparing, and describe specifically how you wish to perform the action when it resolves. This may include waiting for a set of circumstances to occur. The Master will tell you the action speed. When it is your turn, collect counters as described above. Continue doing this until your trigger condition occurs (if this happens before you have fully prepared, your action is not ready and could be disrupted) or you have enough counters to fully perform your action. If it is the latter case, tell the Master you are waiting for your described contingency. When the desired situation arises, resolve your prepared action. Preparing extended actions does not forgo initiative each round, however, if you have fully prepared and are waiting, this does.

While Chuk waylays the approaching klackons, Frost must set the explosive charge necessary to destroy the hall and collapse the cavern. However, she does not want to trap Chuk below, so once the preparation is in place, she will give a signal and Chuk will fall back. Once he has escaped the tunnel, Frost will trigger the explosion and they can make their getaway. The Master declares that it will take 30 seconds (15 counters) to prepare and set the explosive charge.

Meanwhile, Chuk is creating havoc with his blast MMG. One klackon proves extremely resilient and takes multiple bursts to fell, before Chuk can react another klackon warrior is able to close the distance and attack. The klackon smartly chooses to target the MMG, and renders it inoperable. Chuk is heavily disadvantaged in an unarmed combat versus a klackon warrior while encumbered with a harness and MMG (and a useless one at that), so he decides he needs to fall back on his action. By this time Frost has prepared 10 counters toward placing the charge, she still needs 5 more to be ready to blow the tunnel. This could get hairy really fast…

Continuous Tasks

Extended actions are single actions that take longer than normal to complete. Another class of long running action is a continuous task. A continuous task is one that is completed over and over, and is not atomic. It is ongoing between the actions of the character. Some examples of continuous tasks are operating a vehicle or machinery, or covering fire.

Continuous tasks take place during the continuing action phases and are not tied to the action cards drawn by the character for resolution. Continuing action phases take place after each Fragment. The order of actions during continuing action phases is generally based on the speed of the action, from highest to lowest. Edges may have an effect on continuing action order.

Continuing action adds a penalty to the TN for each Fragment. This penalty does not affect performance of the continuing action itself. In other words, it is an extra action that can be used for things such as movement or switching targets. Given the time it takes to maintain the continuing action, characters are likely to only have extra actions occasionally. Do not forget the +1 Reflex bonus for missing an action, when appropriate!

example

Procedure

Initializing a continuing action is simple: just declare your intention and it will begin on your action. From then on, as long as you do not declare some other action, the continuous action occurs automatically. To maintain it, just declare your intention during the declarations phase.

While maintaining a continuous action, your character may make all appropriate skill tests at no penalty (or no extra penalty, if the action itself has a penalty attached).

Example: Operating a Vehicle

Driving or piloting a vehicle is a continuous action. During each continuing action phase the vehicle will move an amount up to its movement, as defined by the driver. Each vehicle has an acceleration and deceleration rating, which is the amount it can safely change its speed during each continuous action phase. Exceeding these ratings is possible, but counts as an action. The movement each phase is in a straight line, unless the character operating the vehicle performs an action. As long as the continuous action is maintained, the character may make Driving tests to avoid obstacles, stay on the road, or otherwise drive successfully with no additional penalty. Full vehicle rules are located in Chapter XX: Gear, in the Vehicles section.

Special Cards

Whenever any special card is drawn, reshuffle the deck after the round. These cards are marked SHUFFLE on the lower edge to remind you. These cards may also affect other maneuvers or actions as discussed in the appropriate section.

Ranged Combat

Say what you will about violence, but a great many see a tabletop RPG as an opportunity to turn some scheming villain’s head into space goo. ln simple terms, all you need to do is figure out your Task Number and draw a card. If the result shown in the appropriate row and column is equal or higher than the TN, you've hit.

While you're reading this part, remember that you should figure out all the modifiers for the Master instead of making him do it all for you. That frees him up to interpret the results in grisly detail and keep all the bad guys and their modifiers straight. Take a couple seconds to consider before you draw, once the card is revealed, no further adjustments can be made to the task. Know what is happening before you draw!

Combat Resolution

Weapons

When the situation devolves into violence, the resolution starts with what kind of weapon your Hero is going to use. There are lots of options in the known universe, from black powder muskets to plasma pistols and beyond.

Most weapon groups have their own classification. See the descriptions and skill list for an explanation of what works where. Whichever weapon your Hero uses, that's the kind of shooting specialization he needs. If he doesn’t have it, he can use his Dexterity instead, but since this is a "default" roll, you must halve the total (round down).

If your character has a related specialization, such as laser pistol when he is trained with blasters, you can use it, subtracting 2 from the result (see chapter XX).

Rate of fire

A Hero can use his weapon for one action, unless the speed is M. Weapons on automatic fire can instead fire bursts.

The Attack

A ranged attack is a Dexterity Task with modifiers based on the situation. Some factors that may come to bear in combats across the known (or unknown) universe, are range, target size, movement and other distractions. Those potential modifiers are discussed below. Here is where Action Cards really shine. A single card draw can determine whether an attack hits, the number of hits from a burst, the damage, the hit location and, in extreme circumstances, whether an unintended target is hit.

Range

The Task Number required is Fair (5) plus any relevant modifiers. Add one to the TN for each full range increment between the firer and target. In other words, add 1 to the TN for each full multiple of the range increment. See the gear section for any applicable range increments or other vital details regarding weaponry.

Now that you've got your base TN, you may need to add or subtract a couple of modifiers to your shooting roll. These things come up often in a firefight, so be sure to keep track of them. The universe is full of the unknown. When something unexpected happens, the Master will let you know the appropriate modifiers.

Situation Modifier
Firer is moving -1/-4 (walk/run)
Firer is mounted -2
Firer is wounded Varies
Size Varies
Target is moving -1/3 meters relative movement

It's a lot harder to hit a target when you're on the move. Any action in which a Hero runs (exceeds his movement for the action), he suffers a -4 penalty to all other actions he might try to do during that action (like blasting whatever's chasing him).

Target Size

If the target has a size 3 or less (1/2 human size), add 1 to the TN. If it's two or less, add 2, and so on, to a maximum of -6 (increments at .5, .25 etc). The opposite is also true. A target that is size 12 gives the character a +1 bonus to his result, a target size 18 has a +2 modifier, and so on, up to a maximum of +6.

Target Speed

Of course, it's harder to hit a moving target than one that's standing still. Any time a target is moving faster than a relative Rate of 20, subtract 4 from your roll. "Relative" means you need to take into account how fast the target and the shooter are moving in relation to each other. If a rider is chasing a cyclist moving at an equal speed, for instance, the penalty for speed is halved.

Cover and Penetration

Using cover is one of the most important things a hero can do to save his skin. A Hero who stands out in the open might inspire news coverage, but it will likely include an obituary.

Concealment

If you can see any part of your target, it isn’t fully concealed. If somebody's head is sticking out of a crawlspace, it doesn’t take a genius to figure out where the rest of his body is (assuming a standard anatomy, of course). Partial concealment doesn’t modify an attack roll, since you can usually figure out where the whole target is (however, the cover does count as armor). If a target is completely concealed but an attacker knows about where the target is (even a general direction), he can attack at -4.

Hit Locations

After determining whether you hit, the next step is to determine where. In the upper left hand corner of the card is a section with four rectangles. In each of these rectangles is a hit location. The standard hit location is the one that has rounded corners (it is also in a red font). Always begin there when determining location. Hit locations can be bumped with skill. If the game is being played without action cards, consult the hit location chart.

The hit location on the cards work best with humanoids and things that like to think they're human, but it can also be used for aliens with a little ingenuity. The Master may use a special chart for really weird aliens, but this one works most of the time.

Vitals are all the target's vital parts, by the way, like the heart, lungs, liver, and all those other messy parts the body needs to keep walking and talking. Consider it a part of the torso when applying wounds and wound modifiers.

Modifiers (Mandatory) +1 bump When punching or using attacks with the punch attribute
+1 bump height advantage when fighting
+1 bump Point-blank range when firing a weapon
Modifiers (Optional) +/-1 bump per attack roll bump (choose direction)

Optional Rule: Bumping Pools

Each bump on the attack roll adds 1 to the attackers bump pool (BP). The attacker may choose how to use those bumps. The following items may be chosen, at the cost given. Not all bumps must be spent, but unspent bumps are lost.
1 BP: Bump the hit location (see above)
1 BP: Shift damage result down 1 row (maximum row 7)
1 BP: Decrement target armor value
2 BP: Change A result to P
2 BP: Change D result to A

Point Blank

Point-blank range is used when one character is holding a weapon on another, using him like a shield, holding him hostage, or shooting over a table where they both sit. In general, the weapon should be close enough to touch the target with arms extended. The point blank bump is not optional and is applied to hit location only.

Prone Targets

A Hero laying down is much harder to hit with a ranged attack than an alien standing up in the middle of a street. When you make a successful attack test against a prone target, check hit location normally. Unless the result has the prone attribute, it's a miss (assuming this is from the front, of course, adjust accordingly based on facing). This adjustment is counteracted when standing adjacent to the prone target. If the firer is within 2 meters of the target, ignore this rule.

Cover

Once you know where an attack has hit the target, you need to take into account any cover the target might have there. The hit location table is all set up to help you out. If the hit location is a character's left arm and he's leaning around a corner to fire with his right, the bullet is going to hit the corner.

The table is even broken up into chest and belly, so if your character is behind a bar and a shot hits his belly, you know it's probably going into the table instead. That's why it's important you tell the Master exactly what your character is doing, so he can figure out if the hero should get the benefits of cover or not. Even though Chest and Belly are both Torso for wound purposes, they are separated for hit location purposes.

Armor Penetration

Armor has two possible effects on an attack: it may deflect it or it may reduce some portion of its inertia (which is what ends up causing the damage). Let's cover the first bit first.

When an attack hits some kind of armor, consult the penetration value of the weapon and the appropriate section of the action card. If the penetration value is greater, use the result in the upper right. If it is equal or one less, use the value in the center. If it is 2 or more less, use the bottom left value. If the Penetration value is 5 or more less than the armor value, the shot is cannot penetrate. Treat P or A results as an armor ablation, but deal no damage to the target. If the Pen value is 5 more than the AV, treat D results as P if the Toggle is Yes, A otherwise.

D: Deflect, stun damage ONLY is dealt.
A: Ablate, deal reduced damage and decrement the armor value by 1 until repaired.
P: Penetrate, deal full damage to the target and decrement the armor value if the toggle result is YES.

Penetration Number

Weapons all have a Penetration Number assigned. Once a hit has been scored, compare the PN to the AV and follow the procedure outlined in Cover Penetration. Strength also has a PN equal to the column versus flexible and energy armor, or 1 versus rigid armor. Creatures with natural weapons will have PN for appropriate attack types.

Armor

When bullets, knives, or anything else encounter an obstacle, they lose some of their energy. The thicker and tougher the obstacle, the more damage is absorbed. Obstacles have an Armor Value (AV).

Armor stops fighting attacks as well. Fighting damage uses the weapon’s damage, with a possible adjustment due to the wielder’s Strength trait. If the character has a Strength value equal to or higher than the PN of the weapon, one level of AV can be ignored. Penetration is figured exactly the same as with ranged weapons otherwise.

Armor can be one of three types: flexible, rigid or energy. Some weapons have different penetration values versus armor types.

Cover

When a target is behind cover, the cover has an opportunity to deflect the attack before armor is applied. The table below lists some common obstacles and their Armor levels. Unlike armor, if the weapon has a higher penetration value than the obstacle armor, it penetrates. Otherwise, it does not. If they are equal penetrate on a yes.

Armor Value Obstacle
2 Thin wood
3 hardwood, thin metal
4 metal (vehicle doors etc.)
6 Bricks, iron plating
7 steel walls

If an attack penetrates cover, reduce the penetration value of the attack by half the armor value of the cover, rounded down.

Weapon Attributes

Some weapons have effects that set them apart from other weapons. Some weapons are effective at dealing differing kinds of damage. These weapons will have special attributes, such as Stun or Fire. These weapons have attributes to denote the type of effects they utilize. In most cases, weapon attributes are not optional.

Stun

Damage from weapons with the Stun attribute is referenced exactly like other damage, except the target is dealt no wounds. He suffers stun effects (see below) as if the full damage had been dealt, and incurs CT as if the attack had been a (non-lethal) hand to hand attack.

If a weapon achieves a D result on the penetration table, only CT is dealt, as listed above, and stun effects are applied in this manner (CT only, TN 3).

Fire

Fire damage deals damage normally and, in addition, may set the target on fire. If the toggle on the card reads YES, the target is subject to the fire rules, above (See Interacting With the Universe, Chapter XX).

Area Effect Weapons

Area effect weapons like shotguns, flamers and grenades work a little differently than most weapons. The benefit of either is that one shot releases multiple projectiles. This makes them ideal for unskilled shooters, since they can make up for their lack of skill by filling the air with metal. Even better, the closer the shooter is to his target, the more projectiles are likely to hit and the more damage they can cause.

Anyone firing an AE weapon shifts his damage down a number of rows as listed in the AE column in the weapon description. Subtract one bonus shift every 10 meters after the first. So at 1-10 meters a shotgun shifts 4 rows. At 11-20 it shifts 3, and so on.

Shotguns get a shooting bonus in an inverse fashion. In other words, the shooting roll receives AE-(number of bonus damage dice) in bonus to the result. The projectiles need room to spread, and that spread inherently reduces the number and force of the projectiles impacting the target.

Kayla Argent’s creeping through a spaceport when a gelatinous alien rises up just under 20 meters away. Having only a hand flamer, she fires on wide beam at the thing. At this range, she gets a +1 bonus to shooting, however, each shot that hits adds 3 bonus row shifts to the damage result. The alien thing is likely to be splattered unceremoniously all over the bulkhead.

Automatic Weapons

Automatic weapons fire fires several rounds at once at the expense of precision. When a character chooses to fire an automatic weapon, he usually may choose to fire a burst. The Number of rounds in the burst are listed on the appropriate Weapon Table, Chapter XX. The Action Card determines how many of the rounds hit, and where. Consult the burst section of the Action Card for number of hits, locations are listed directly above in the location section. Each round that hits after the first adds one to the bump pool.

If the gunner wants to fire at multiple targets, he needs to decide how many shots each target gets, and then he splits his skill among the targets. To split your skill, divide the skill number as evenly as possible among the targets. If there is an extra integer, the player may choose to which target is assigned. The die type is unchanged. Each target is resolved as a separate test. Divide the shots evenly among the targets. Extra rounds miss automatically (remember to check for unintended targets!). Use the closest burst section.

Harry Greenhill wants to paste 2 Kyr operatives that have been tagging him on his trek through the back alleys of Centauri City. He turns with his blast rifle to fire. Harry has a Shooting: Rifles-Blaster of 5, so he must split his skill into 2 and 3. His d12 Dexterity is unchanged. The first target gets 3d12 and the second gets 2d12. The rifle has an autofire rating of 5, so each target gets 2 shots, and 1 shot misses automatically. Each shot uses the Burst 3 section. He draws two cards to resolve these actions, one for each.

A gunner can never aim or make called shots when firing on automatic (see Special Maneuvers). Each extra target after the first adds two to the TN.

Hrulfgarr is guarding a hovercar running through Antares City when a band of pirates on cycles moves in for the kill. He opens fire with the blaster mounted on the roof. His shooting: Heavy Blasters result is a 12, versus the TN is 6 because of range and speed. That's a success and a bump, so he checks the burst section of the card and hits with 2 shots.

If a target is hit multiple times, the firer has some choices for how to apply the results. Each shot after the first that hits adds 1 to the bump pool (see above).

Automatic weapons may have the suppression attribute. Weapons with this attribute are especially effective at providing covering fire. They are also more likely to hit unintended targets (see below). To perform a covering fire action, declare your intention to the Master and indicate the area and number of rounds that will be expended (selective fire, 3 round burst, 5 round burst or 10 round burst). Covering fire may be utilized in an area <size>, or <size> if the weapon has the suppression attribute. Covering fire is a continuing action (see chapter XX).

Whenever a target enters the area during the covering fire, draw an action card and check for hits as if the trait and skill of the firer were equal to the fire volume (selective fire equals 1, three round burst 2, etc). Be sure to check for unintended targets as well! The area is considered covered until the firer takes a different action or all rounds have found targets.

Explosives

Explosions can be very dangerous. Explosives deal damage based on column like other weapons, but it can vary by distance. Closer to the epicenter is more dangerous. Every 10 meters from the detonation point shifts the damage one column left.

A hero that is up to 3 meters away from an explosion would take regular damage. The damage at 4-10 meters (or as weapon type indicates) reduced damage. Targets that take no damage because of distance may still suffer temporary deafness or other effects as determined by the Master. Armored targets take reduced damage within initial the blast radius, and no damage outside.

Wounds received from explosives still have locations, but do no extra damage because of it. Explosive damage to the head is equivalent to that dealt to the arm.

Special Maneuvers

Heroes use all kinds of tricks and techniques to make sure they succeed where lesser individuals might fail. What follows are some of the little advantages that Heroes may use to garner a leg up on the competition.

Called Shots

Thick shelled klackons often do not fall even after multiple hits. Luckily, there is a weak spot near the eye stalks. Hitting a specific spot on your target is a "called shot”, and of course, it comes with a penalty. The smaller the target, the bigger the penalty. The table below is for targeting humans and other bipedal creatures, but it should give you an idea for blasting anything in the galaxy.

Size Penalty
torso -2
Legs, arms -4
Heads, hands, feet -6
Eyeball, heart -10

Aiming

Each ranged weapon in Future Imperfect has an aim value. The first number is the bonus when the weapon is aimed, the second is the penalty when not. A weapon fired with no preparation takes the penalty. Weapons aimed for a full action after readying receive the bonus. Standard aimed shots (ancillary action) are made at no penalty. A weapon may be aimed up to two times for bonuses.

The initial act of aiming is called readying, and is an ancillary action. This ready action makes the weapon ready for that target in this field of fire. Aiming is a standard action with the Fast attribute, so it will generally reduce the action speed one level. The ready action cancels the penalty for using the weapon without aiming, successive aim actions confer bonuses.

It is possible that the target may move or otherwise become invalid while the action is being performed. Since actions are declared before order is determined, target movement can greatly affect hit determination.

As soon as a ranged combat action is declared, the firer is assumed to be pointing the weapon (facing) at the target. Most weapons have a field of fire of 60 degrees (one hex side). If, when the firing action occurs, the target has moved out of the field of fire, the shot is not considered to be aimed, and the penalty will be applied as such. When determining if a target has left the field of fire, assume the target’s original position is directly in front of the firing character (0 degree angle).

Handguns are a special case. Because they are small, light and maneuverable, handguns have a 120 degree field of fire. When determining if a target has left the field of fire, line up the line between the two hexes with the original target position.

example

These rules as written work just fine if you do not use hex maps, or even if you do not use a tactical map at all. Because of the wonders of math, if a target moves more than half of the range from the firer in a perpendicular direction from the firer they have exited a 60 degree arc of fire. If they move more than an equal amount of the range, they have exited a 120 degree arc of fire.

Hey, that isn't so bad after all!

example

Procedure

To aim, declare your intention and target during the declaration phase. Aim actions may be held over multiple rounds (if for some reason the firer decides not to fire and the target remains in the field of fire), and the center of the field is automatically adjusted each declaration phase. For each round after the first where an aim is held, add in the aim bonus (the first number).

If the target attempts to move after the first aim is complete (the firer is “ready”), before the target performs his action the firer may declare he will fire immediately. Both parties draw cards, and they are resolved in reverse Impulse order.

The shooter may instead choose to hold the aim and follow the target. If the target moves out of the field of fire, the firer loses his aim.

Harry finds himself face to face with an oversized alien bug barreling down the corridor toward him. NEW EXAMPLE NEEDED.

Game Designers Note: In many RPGs there is a tendency for characters to be overly specialized, especially in the case of weaponry. Intrepid players peruse the weapon lists for the one that does the most damage, has the highest accuracy bonus, or has some other desirable quality. In most cases with ranged combat, this is a rifle, often a heavy one. Every combat, no matter whether in an open field or in an elevator shaft involves the hero toting this heavy rifle along for the ride. And why not, they have no skill in any other weapon! This is counter to how things work in the real world (while gaming is not the real world, some level of believability is desired). In many types of operation, a smaller, lighter weapon such as a handgun would be of great advantage due to the increased maneuverability and ease of aim. These aim rules attempt to incentivize “the right tool for the job”. In close quarters, where the range is unlikely to be outside of 10 meters, the speed and lack of large un-aimed penalty of handguns should make them an attractive option. In the end, what this leads to is not only more fun and challenging combats, but also more well-rounded characters.

Double Tap

Some weapons can be fired quickly enough that a second shot may be fired before recoil spoils the shooter's aim. Anything beyond a second pull of the trigger is generally wasting ammunition, however. Between the recoil and the aim disruption from pulling a trigger, two shots in one action is about all that can be pulled off reliably. Anything more than that and you are basically performing covering fire.

Performing a double tap takes some expertise. The technique is most often used by those with plenty of combat training such as police, soldiers, special operatives or skilled mercs. When fractions of a second count, these are the types of people that can fill the air with accurate fire. This is reflected by the fact that there is a separate specialization for this maneuver. To execute a double tap maneuver, you must declare it as your firing action. Weapons with the Double Tap attribute may be double tapped. If the weapon is not ready, the penalty to hit is an extra -4. If the weapon is ready, the penalty is only -2. Draw a card and use the shooter's double tap skill to determine if the first shot hits. Shift one row up in the same column (or shift one column to the left if the row is 1) to determine if the second shot hits. Natural talent is a limiting factor to the double tap maneuver, however; the shooter's skill level with the weapon used acts as a cap to the double tap skill. Your hero may have level 5 with double tap, but if he only has level 3 with Shooting: Handguns (Projectile), his double tap skill is effectively 3 when performing a double tap with those weapons. To determine hit location for the second shot, bump one location up if the card toggle is YES, bump one down if the toggle is NO.

Pistol weapons reduce the hit penalties by one, and weapons with the LR attribute reduce by an additional one due to low recoil. Using a weapon for a double-tap maneuver decreases the reliability by one for breakdown checks.

Two Weapons

A Hero using weapons in each hand suffers -2 to each attack. Any action taken with an off hand is made at an additional -4 (for a total of -6). A hero can fire with each hand up to the weapons’ usual rate of fire. Each shot is a separate task.

Rushing

Sometimes a Hero may wish to perform an action very quickly, more quickly than their cards initially allow. In this situation, the player may declare a rush. When the Master calls a step, declare your intent to take an action and show your card and indicate you will be rushing this action. Your character may add 1 to his Reflex number for each penalty of one he takes to his pool to resolve the action. Declare your action penalty before drawing a card to resolve your action.

Kayla Argent knows agents of Benjamin Hadaad are coming up the stairs behind her, so she needs to use her grapple to swing across the space between the hangars. The Master declares combat time and she checks her 3d10 Reflexes, getting a pathetic result of 4. Even though movement is a fast action, she still only scores 3rd Fragment. She knows if they engage her at all, they will use their stun rods and she will not likely escape.Rumi, her player, thinks to herself that she cannot take much more risk, and since it is only TN 5 to act in the 2nd Fragment (difficulty 5 versus the 4 she drew), she decides to take the penalty. When the Master calls for 2nd Fragment, she reveals her card and takes her action, at a penalty of 1. Swinging across on the grapple is a Dexterity test, and she has 2d10. With the penalty she will use the 1d10 column.

When attempting to rush, even standard actions that normally do not require a test or check, require one. Failure means a trip or other hesitation, causing your action to take place two steps after your card. Rush tests for normal actions are standard (5) difficulty.

Note that rushing does not change the Impulse, so you are still not guaranteed to go ahead of another character. Also, you may not declare a rush after another character has begun their action. Players will declare their intent to rush before any character reveals Impulse to break ties

Two handed ranged weapons

Generally speaking, you need two hands to operate a rifle, but it can be done with one. Subtract 2 from any one-handed rifle (or any other two handed ranged weapon) attack. For larger weapons, be sure to consult the weight of the weapon and the Strength of the user. It is even possible to use two rifles at once, but don’t forget about the penalties mentioned above.

Some types of ranged weapons are even more difficult to handle than that. These are generally support weapons, but can be used with the assistance of a harness, tripod or by sufficiently strong individuals. Ranged weapons with listed strength minimums can be used with a speed and accuracy penalty described in the gear section, Chapter XX.

Reloading

Ammo is expendable, and running out makes your Hero expendable as well. It takes one action to put a single bullet into a pistol or rifle, or a single shell in a shotgun or grenade launcher. To swap the magazine in a handgun or rifle requires one action to remove the old and one to insert the new. Of course, you can always try speed- loading to accomplish this faster. See speed-load in Chapter XX.

Heavy weapons are a different animal altogether, and each has a Reload attribute listed on the Weapons table. This attribute is the amount of actions it takes to reload the weapon. Consult the description of each individual weapon for more detail as to the procedure. Primitive black powder and muzzle-loading weapons take forever to reload. Five actions at least, and they can never be speed-loaded.

Throwing Things

The throwing skill works just like shooting for most weapons. The Range Increment for all thrown weapons is +1/(Strength value + 2), so a 2d8 Strength would add +1 to the base TN of Fair (5) for every 5 meters distance. A target at 10 meters is TN 7. The maximum range a character can throw an average size weapon (1-2 pounds) is his Strength trait value x 5 meters.

Kayla’s Strength of 3d6 lets her heave a plasma grenade 30 meters, with a TN of 13.

When a thrown item is not accurately placed, it has to go somewhere. In the case of explosives this could be very important, indeed. Consult the clock face in the bottom right of the Action Card, placing the target in the middle and the 6 directly back toward the shooter/thrower. Scatter the projectile a number of meters equal to the step of the card plus the amount the test failed by, up to a maximum of the distance thrown. The Master should use judgment (and creativity!) in scattering when large distances are indicated. A grenade thrown with enough force to fly 15 meters is unlikely to scatter 45 meters. That is, unless it hits a pole and bounces off a ledge and into the bed of a passing pickup truck, then explodes 45 meters later! If a thrower critically fails, scatter the projectile from the thrower instead.

Unintended Targets

Sometimes it is necessary to know if a missed shot could hit someone near or along the path of the shot. If a bystander is a meter or so from the target and directly between it and the shooter the hit location entry on the Action Card can be used directly. If the bystander was covering up the part of the target that was hit, he gets hit instead. You have to figure out where the bystander gets hit based on the situation or another card draw (usually the generated hit location will suffice, depending on the relative sizes of the individuals).

When any number of fired projectiles miss the intended target, they may potentially hit someone unintended. Any individual within 1 meter of the path of the projectile may be hit (2 meters for weapons with the suppression attribute). If this situation exists, the Master should inform the player before the card draw. All eligible targets should be declared, in order of preference. Check the bystanders located on the right edge of the Action Card. If there is an x over that bystander, and fired projectiles exist without already finding targets, that bystander is hit. Each unintended target may be hit no more than once.

Chuk is still lugging that blast MMG around, but now he has it reloaded. Just in time, it seems, for he hears that familiar and unnerving crackling sound that indicates oncoming klackon warriors to his left. He takes a few steps back and looks down the corridor and his eyes widen with shock. At least 10 warriors are bearing down on his position, but running in front of them are Harold Funkhauser and Johan Hemsler.

Chuk doesn't have time for precision, knowing the hardiness of the klackon warriors he estimates he barely has time to thin them out before they reach his position, so he has to risk the shot. The Master declares Funkhouser to be the most likely unintended target, while Hemsler is second. But the bonus is, the remaining 8 potential targets (besides the one in his sights) will all be klackon warriors! He grumbles a throaty "Sorry, boys", and lays down a withering blaster bolt stream.

Chuk has 3 levels in Shooting: Heavy Weapons, Blasters, and a d8 Dexterity. Given the desperate nature of the situation he does not have time to aim. When his first card comes up, he squeezes off 10 rounds (blast MMG are full automatic only). At this range, the difficulty is 5. His card is impulse 35, showing 5 in the TN...a hit. Checking the burst section for his weapon, he notes 5 rounds hit the intended klackon warrior.

That klackon just started having a really bad day. The hit location is Left Leg, and he has 4 extra bumps in his BP. He uses one to bump to Belly, and 3 more to add damage (one is wasted because 7d10 is the maximum damage possible). As good as that sounds, 5 projectiles from the burst are unaccounted for. Checking the right edge of the card, he sees that both Funkhouser and Hemsler are safe! Neither of them seems very happy about it, however, given the scowls they wear conspicuously in Chuk's general direction. No matter, for the next closest klackon, which happens to be right behind Johan, is also hit. Checking the hit locations, this goes to the Belly.

And now for the damage section. Blast MMG does 4d10 damage, with 3 bumps up to 7d10 for 32. Klackons have a size of 7, dealing 4 wounds. The Blarad thinks to himself, well worth the risk, though his crew mates might not share his assessment.

A Note on Complexity

Unintended targets, bumping pools, rushing, special aim actions...this game is complex! Actually, it is a lot simpler than it might seem at first. Having so much information on the cards makes everything easy to see and determine, and preserves speed. Try it a few times, you will see that after a learning curve everything begins to flow very quickly, arguably faster than many games that seem much simpler on the surface.

One good parallel is Magic: The Gathering. At first, there seems to be way too much information to process. Turn sequence, attributes, planeswalkers... But after playing a few games, it all comes in to focus. The same is true here, a little extra time learning how to make things work will pay off big in terms of actual game play. The combination of speed and detail is incredible.

Melee Combat

Making fighting skill rolls is a lot like making shooting rolls. First figure out the specialization that matches the weapon. Some basic fighting concentrations are knives, swords, stunrods, and brawling. The last one, brawling also covers clubs, hammers, brass knuckles and the like, as well as improvised weapons.

The Task Number of the attack is Fair (5) plus the opponent's fighting skill for whatever weapon is currently in his hand. A Hero gets his fighting: brawling skill if he is empty-handed or has some sort of "club" in his hand-like a bottle or even a gun, martial arts works empty handed or as appropriately armed (such as with fencing). As with shooting maneuvers, an attacker can make "called shots" (see page XX).

Antares is a rough and tumble kind of guy, but this is not always evident at first glance. A drunken canine looking for a fight in the spaceport on Rigel III happens to find his casual sneer annoying. Antares obliges the drunkard by punching him square in the face. Since the hero is using his fists, he adds the target's fighting: Brawling of 2 to the TN of 5, making it 7.

Weapon Speed

As with ranged weapons, melee weapons with the Bulky attribute take a full action to ready. Unlike their ranged counterparts, this must be paid each attack, even against the same target.

If a character has a weapon in each hand he can make two attacks during one action. Each of these are rolled separately with a penalty of -2 to each attack. The off-hand attack takes an additional -4 penalty too, so that attack suffers a total -6.

Defensive Bonus

Certain weapons make it hard for an opponent to get in close. An alien with a vibroknife has a hard time burying it in the heart of a marine with a laser sword. Weapons with a defensive advantage have the Defense attribute, possibly also followed by an integer. The weapon with the higher integer has the advantage, if no integer is listed, assume a 1.

The weapon with the Defensive advantage adjusts the TN by 1 for the fighting task in the advantage of the wielder. See Chapter XX for details about each weapon’s bonuses. If one combatant has a greater Size than the other, he may add the size difference to his Defensive Bonus. So a human (size 6) with a sword (DB 1) has a relative DB of 0 versus an Ursoid (size 7) who is unarmed.

Sometimes a weapon’s length can be a detriment. Instead of doing damage, an attacker can designate a Close maneuver. The TN is a standard attack roll, modified as above. The attacker must be wielding a weapon that is shorter than the defender's weapon, or be unarmed. If successful, the attacker has gotten in so close that the longer weapon cannot be effectively used. The Defensive Bonus of the longer weapon now becomes a penalty, and they may no longer add their strength to any damage dealt. To regain their previous position, the wielder of the longer weapon must generate some distance. This is done exactly as the Close maneuver, with the Defensive Bonus penalty still applying. Alternatively, the wielder may choose to attack with his off hand or use some other kind of attack.

While wandering the back alleys of Centauri City, Hrulfgarr gets himself on the wrong side of a conversation with a local constable. The constable takes offense, and draws his powered truncheon (DB 1). Hrulfgarr was just out for a stroll, and while he has his trusty blast pistol, he does not envision a murder charge in his future, so he raises his fists and prepares for the worst. The constable reacts first, and jabs at him with the electrified end of his truncheon. Hrulfgarr is an accomplished brawler (Fighting: Brawl 3), so the constable has a TN of 8 (5+3). He resolves his task for a result of 5, a miss. Hrulfgarr sees the crackle of the business end of that club, and knows he needs to avoid it at all costs, so he decides to make a close maneuver, where his brawling will be at an advantage. His TN is 8 (5+2, plus 1 for weapon DB). Luckily, his task generates an 8, so he and closes the distance. Now he can attack with a TN of 7, while his opponent will attack at 9. Additionally, no Strength will be added to hits against Hrulfgarr.

Entanglement

Instead of doing brawling damage some weapons can be used to entangle and/or trip a target. Doing either is an opposed task of the attacker's appropriate fighting skill versus the opponent's Dexterity (and potentially dodge as the Master deems it applicable. A Hero can break an entanglement by exceeding the TN listed on the weapon table with a Strength check. If the weapon is listed as fragile, it would be broken by this (such as with a lariat or simple net). Otherwise, he has to just plain wriggle his way out of it. This is an opposed Dexterity task versus the attacker's skill with the weapon.

The Master should feel free to apply bonuses and penalties according to the situation. Obviously, if your entangled Hero is being dragged behind a hovercycle, it's going to be a bit tougher to break free than it might normally be. Don't forget to help the Master by suggesting appropriate bonuses and penalties for the situation.

Defense

When getting hit is not an acceptable option, an "active defense" could be the best action. To initiate an active defense, declare your intention to do so and discard your highest remaining action card. If you have a card in reserve, that is your highest. Otherwise, this is the only time an Action Card lets you act before it's your turn (without rushing). The Master will inform you if a preparation stack is retained or lost when making an active defense, depending on the situation.

The TN for the opponent to hit you is now the greater of either his normal TN or an opposed Fighting/Dodge check. You can’t spend any more Story Chips on your roll once the bad guy starts his attack roll, however. Make this check once and keep it as your defense until your next action.

An active defense is just that: active. This means that there must be real movement, such as jumping behind cover or throwing himself to the ground for a dodge, or for a combat action (check), retreating at least 1 meter. Otherwise, subtract 4 from his roll.

Of course, if you've got a card in reserve, that can be used to run away instead. When someone levels their weapon at you, declare your intention and make the opposed Reflexes check as normal. It is just a move, however, so be sure to have something to hide behind, or you're just increasing the range.

Damage

The standard damage is dealt if the target is unarmored or a P result is shown on the card. The RD column is what is dealt on an A result.

Determining damage

Every weapon in Future Imperfect has a listing for "damage" as well as "RD". These will be listed like 2d6, which refers to the appropriate spot in the effects section of the action card. Whenever a character is hit in the vitals, bump one row down, head bumps the row twice.

Firearms have fixed damage, such as 3d6 (for a Sonic Protein Disruptor, for example). For every full multiple of your target's Size you do in damage, your attack causes one wound. Any leftover damage is dealt in CT. Most humans have a Size of 6, but aliens vary considerably. The target takes the wound(s) in the area shown in the Hit Location section of the Action Card.

Kayla Argent is surprised by a GPR agent that has been stalking her through the spaceport. He attempts to engage her in melee combat, but she is wary and avoids his force katana. She draws her blast pistol and slags him in the belly with it. Blast pistol has a damage of 4d6, so consulting her action card (45), she notes a 26 in the damage area. The GPR agent is human, size 6. Therefore, he takes 4 wounds and 2 CT. Probably not the best day he has ever had...

Melee and Hand to hand damage

When a hand to hand weapon hits, consult the weapon table for the damage the weapon does. If the wielder has a Strength column plus row equal to or greater than the weapon, he may shift one row down.

Hrulfgarr uses his vibro knife to impale a Mertun pirate. He has a 3(2) Strength and the knife does 2(3) damage. He draws his card (52, for the knife) and gets 7. His 3 column Strength allows him to add 1 to the PN of his weapon, so the pirate's armor is ignored. His Strength column plus row is 5, his weapon also has 5, so he can shift to 2(4) damage. His result is 9, so he deals 1 wound and 3 CT to the Mertun.

Brawling

Certain kinds of attacks, like fighting: brawling, are generally considered non-lethal. Non-lethal combat can still be dangerous. For each 6 points of effect (damage), deal 3 CT. For each 12 points of effect, deal 1 wound. Truncate all fractions.

When the armament is a little heavier, such as a baseball bat or a heavy table, the attacker may choose to deal lethal or non-lethal damage. This choice must be made before drawing Action Cards.

During a brawl in a seedy planetside hangout, Hrulfgarr smashed a bottle over an enemy's head, and drew a card to find the results. In the entry for his strength d8 and brawling (3) he finds 15 points of effect. Since the enemy has a Size of 6, the attack would have done two wounds if it had been made with a deadly weapon. Since it was just a bottle, the hero suffers 6 CT and takes one wound.

Martial Arts

Some types of unarmed fighting are more effective than others. Over the centuries many styles of fighting disciplines have developed in all corners of the galaxy. These rules cover two types of unarmed fighting. The basic rules work just like any other skill task. Draw your card and cross reference as normal. Damage from Martial Arts is like lightly armed in that damage is termed non-lethal (mostly). Advanced hand to hand combat adds a new level of detail to the combat experience, but it is optional. The rules for creating and using martial arts are covered in Chapter: XX Skills.

Tech Level

People have been getting killed by knives and muskets for hundreds of years. In the future, these weapons will remain just as deadly. What sets a Brown Bess apart from a blast rifle is Tech Level (TL). The nuances of TL will be discussed in Chapter: XX, Gear. Generally, either will kill an unarmored Hero just fine, but higher tech weapons are lighter, faster, more accurate, more efficient and, more importantly (in game mechanics), better at penetrating impeding obstacles.