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TACTICAL MOVEMENT & RANGE - UPDATED 1/11
GamemasterDate: Saturday, 2011-Jan-08, 8:30 AM | Message # 1
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TACTICAL PLAY ON 25 FT PER HEX MAPS::

A character may use their full movement value (see the Distance Measurements in DC Adventures Heroes Handbook, page 11) when they are not in combat, or when they are more than 20 hexes away from their opponents. If they are in combat and are within 20 hexes from an opponent, they use the following tactical movement rules:

MOVEMENT::

Movement Speed = 1 Hex + 1 Hex per speed/flight rank

For each "doubling" due to extra effort or a successful Athletics check, add 1 additional hex.

For "halfing" (when hindered or fatigued) subtract 1 hex from movement. If movement is already at 1 per rank, the character moves 1/2 a hex per move action.

When taking a "double move" (i.e. forfeiting a standard action to take a second move action) the character moves the same number of hexes that they moved in their first move action.

Pursuit

When there is a difference in movement speeds of 5 or less between two (or more) opponents who are in pursuit, normal speed rules do not apply. In this situation, the players enter a Pursuit Challenge.

In a pursuit challenge, each participant rolls an opposed check. Usually this will be Athletics (Strength) for a foot chase, Acrobatics (Agility) for flight, or a Vehicle check (Dexterity) for Driving or Piloting, but the GM may allow a creative player some flexibility on which trait they can use. Characters who have higher speeds than their opponents enjoy a bonus to their rolls equal to the difference between the two speeds.

All characters engaged in a Pursuit Challenge first move a minimum of spaces equal to the character with the lowest speed. The GM will require the players to get a certain number of degrees of failure to close distance and eventually catch up to their opponents. (Conversely, if the heroes are fleeing, they will require a certain number of degrees of success to get away). Failures increase (or decrease) the space between the two opponents.

Vertical Movement: Each story is equivilent to 15 feet. The following rules apply to vertical movement on the map.

Flight/Swinging: Each move action, Flying/Swinging characters ascend 2 stories + 2 additional stories per rank of flight/speed. (For the purposes of calculating total movement, each 2 stories travelled = 1 hex.) Characters can dive (descend) at the same rate, but add 1 free story for every 2 stories.

Acrobatics checks are required to attempt special manuevers (Aerial flips, Turns over 90 degrees, pulling out of a dive at the last moment, reversing direction, skimming close to surfaces, flying in close quarters, etc). Characters without the Acrobatics skill automatically fail these types of actions.

Climbing/Wall-Crawling: Maximum climbing speed per move action = 2 stories + 2 additional stories per rank of Speed. Normal climbing speed = 1/4 of Maximum climbing speed. (So if a character has a maximum climbing speed of 2 stories, his normal climbing speed is 1/2 a story). As per the Climbing skill rules, characters who wish to move faster than their normal speed must make a Climbing skill check. To move double normal speed adds +5 to difficulty. To move their maximum speed is +10 to difficulty.

DCA Heroes Handbook, pages 55-56: "A failed Athletics check indicates you make no progress, and two or more degrees of failure means you fall from whatever height you attained (unless you are secured with a safety harness or other equipment). Make an Athletics check to catch yourself (DC equal to the initial check +10). Someone else within arms reach can also make an Athletics check to catch you with the same DC. If your attempt to catch someone else gets more than 1 degree of failure, you fall as well."

Wall-Crawlers always move double normal speed at rank 1, or maximum speed at rank 2. No Climbing checks are required for Wall-Crawlers.

Both Climbers and Wall-Crawlers (rank 1) are vulnerable while climbing (1/2 defense). Characters with two ranks of Wall-Crawling do not have this limitation.

Stairways, Fire Escapes, Elevators: Characters an move their normal running speed (2 stories + 2 per Speed/Flight rank) while moving up or down stairs. Elevators have different rates: A slow elevator rattles along at 5 stories per turn, while a ""normal" elevators move 10 stories per turn. The fastest elevators move at 20 stories per turn.

Falling: Falling can be caused by suffering knockback, Losing Balance from a height (Failed Acrobatics/Agility Check: See DCA Hero's Handbook, page 55), or failing a Climbing check (See Climbing, above). Characters fall at a rate of 3 floors in the first turn, 6 floors in the second turn, and 10 floors each additional turn.

DCA Heroes Handbook (page 170): "A fall inflicts damage rank 4 plus twice the distance rank fallen, to a maximum of rank 16 damage. Characters with the Acrobatics skill can fall greater distances without risk of damage. Falling into or onto a dangerous surface may cause additional damage, at the GM's discretion."

DCA Heroes Handbook (Page 55): "You can make an Acrobatics check (DC 5) to lessen damage from a fall, reducing the damage by 1 per degree. A fall reduced to 0 damage does no damage and you quickly roll to your feet as a free action. Otherwise you are prone at the end of a fall."

DCA Heroes Handbook (page 170): "Catching a falling person or object requres a Dexterity check (DC 5). If you successfully catch a falling object, subtract your Strength rank from the falling damage rank. Both you and the object suffer any remaining damage...If the catcher is using a power- such as Flight or Move Object- to catch the falling object, the power's rank can be substituted for Strength at the GM's discretion.


POWER RANGES:

Close Combat Characters in close combat must be touching the mini that they are fighting. This rule does not apply to characters with extended reach. Characters with 5+ ranks of extended reach, can make close attacks from 2 hexes away. Characters with extended reach are considered to be at short distance range unless they are touching their opponent. This is also true of characters with Extended Reach of ranks 1-4 who have less ranks of extended reach than their opponent. Characters with extended Reach 5 + who have less ranks than their opponent must move to an adjacent hex to attack their opponent.)

Ranged Combat: Short Distance Range = Power Rank. Maximum Medium Range = Rank x 1.5, Maximum Long Distance Range = Rank x2. Each rank of extended range adds 1 hex to Short Distance Range. Medium and Long Distance Range are adjusted accordingly.

Area Effects: To facilitate distance tracking and size, loadable miniatures are used for most Area Effects. (See http://superheroes-rpg.ucoz.com/index/online_rpg_map_objects/0-42 ) Area effects are greater in size on the map to compensate for the size of our minis. Area sizes/ranges have also been altered so that each Area type has it's own distinct tactical advantage.

- Burst Area:The default burst is the smallest red sphere labelled "Burst 1". The default sphere height is 2 stories on a level surface, or 4 stories in midair. Burst size varies, depending on how many times the area extra is purchased. Players with additional ranks of Area may reduce the height of their burst toa minimum of the default Burst height. This must be stated at the time of the attack.

- Cloud Area: The default cloud is the smallest blue sphere labeled "Cloud 1". Cloud is smaller than Burst, but lingers for 1 additional turn after its duration expires. Cloud size varies, depending on how many times the Area extra is purchased. The default cloud height is 1 story on a level surface, or 2 stories in midair. Players with additional ranks of Area may reduce height of their cloud to a minimum of the default Cloud height. This must be stated at the time of the attack.

- Cone Area: When making a cone area attack, the first step is to choose the general direction of the attack. After loading the appropriate cone selection into open RPG, you choose a more specific direction by positioning 1 of the 4 colored arrows in a hex adjacent to your character, placing it so that the arrow points at him. Anything inside that numbered cone is in the affected area. Cone size varies, depending on how many times the area extra is purchased. For each additional rank of area, add 100 to the cone's size in Open RPG (which increases the length and width of the cone.) The default cone height is 2 stories on a level surface, or 4 stories in midair. Players with additional ranks of Area may reduce the height of their cone to a minimum of the default Cone height. This must be stated at the time of the attack.

-Cylinder: Use the Burst Area for Cylinder Areas. Cylinder radius and height varies, depending on how many times the area extra is purchased. The default Cylinder height is 3 stories. Players with additional ranks of Area may reduce height to a minimum of the default cylinder height. This must be stated at the time of the attack.

- Line Area: Creates a rectangular area 6 hexes long, and 1.5 hexes wide. In Open RPG, you can use the Polygon tool (with line width of 10) to draw the rectangle. (A close range Line Area extends lengthwise from your character. You may reposition your character within his hex so that he stands centered.) Anything inside the rectangle is in the affected area. The height of the line ranges from 6-10 feet, specified at the time of the attack. Line length varies, depending on how many times the Area extra is purchased. For each rank of Area Extra add +2 hexes to range. Players who purchase additional ranks of area may choose to extend width by 1/2 hex instead of length. This choice must be made at the time of purchase.

- Shapeable: Use Open RPG's polygon tool to connect any 9 adjacent hexes. All hexes must be within 5 range of the first hex. (In a close range Shapeable Area attack, that's a 6 hex range from the attacking character.) Characters and objects in those hexes are inside the affected area. Large objects (i.e. buildings) that sit partially inside the hex may or may not be affected by the attack (at the attackers option), but objects that fit inside the hex, or completely fill the hex are ALWAYS affected. The height of the Shapeable Area ranges from 6-10 feet, chosen at the time of the attack. Range varies, depending on how many times the Area extra is purchased. For each rank of Area Extra add +2 hexes and +2 range.

- Perception: Perception Area range is based on the target's Perception range with a specific sense. (See Perception Range, below) Targets get a Dodge resistance check, but suffer no effect if the check is successful. Concealment that prevents a target from perceiving the effect blocks it.


Perception Range:

Perception checks are required to make out details or to detect concealment or stealth. Perception checks for non-visual, non-extended senses have a penalty of -1 per hex of distance. Visual senses include 1 free rank of Extended, so the check penalty for these is - 1 per 4 hexes (100 ft). For each additional rank of Extended, multiply the hex distance by 10.

Perception Range for attacks = Power Rank OR Perception Skill Rank x 3 (whichever is greater). For each rank of Extended Senses, add +1 to the multiplier. (So x3 becomes x4 with 1 rank of Extended Senses, for example.)

TACTICAL PLAY ON OTHER MAPS::

Tactical rules for range and speed are adjusted for different maps. For example, on a map where hexes = 5 feet each, Movement of 30 feet = 6 hexes, and each "doubling" adds 6 spaces. Range = 6 x Power Rank. The Gamemaster will explain tactical rules for other types of maps as the need arises.
 
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