test rolls
All rolls are made with one or more d6s against certain target number. If there are more than one dice thrown, one of them is picked after the roll. The actual number needed is determined by the GM, according to the situation. In normal cases, target numbers are as follows:
simple 2+, easy 3+, normal 4+, hard 5+, very hard 6.

skill and situation modifiers
The target number and dice thrown are modified by two things: situation and skills. Situation modifiers can be either direct modifiers to dice throw (say, like +2) or they can be extra or reduced dice. The GM may assign penalty dice in hard situations, in addition to high target number or modifier. For each skill level, the character gains one additional d6. Likewise, all bonus or penalty dice are added or reducted from the number of dice thrown. If the total number of dice is reduced to zero or less, roll two dice and select the one with lower value.

multiple dice tests
Some actions (melee and shooting attacks) may include multiple base dice. In that case, extra dice for skills are normally added, and penalty dice similarly substracted. After the dice are thrown, any extra dice over original dice number are discarded. If the rolled dice are less than original dice number, all attacks simply cannot hit, as the situation is too hard.

armor value
All creatures/things in Neo-Troops have armor value which represents their general size/speed. The value is usually 4, but can be lower (slow bulky thing) or higher (5 for agile and trained cybervaran). When the creature/thing is target of a shot, explosion, falling rock or other similar attack or situation, a d6 is rolled against that value. The subject gains +1 armor value if he is behind/has some decent cover, which can stop the attack. Add +2 to armor value if the cover is very good and only a small portion of the subject is seen. If the subject is not actually seen but its general location is known ('it is in the doorway, fire there!'), the armor value is 6.

perception tests
To perceive something not-so-easily seen (or heard or smelled) a perception test must be made. The test is similar to other tests, and is only mentioned here because player characters are usually cloaked and thus other creatures must first succeed in perception test to notice them altogether. The target number is assigned by the GM, according to noise/movement. A stationary cloaked (or similar) target is very hard to spot, and usually requires that the watcher is specifically trying to see it.

agility tests
When a varan tries to do some task that requires extra agility, like jumping and grabbing a quickly moving object or trying to take a hold of wall while being shot at, the GM may call for an agility test.

This test is normally made with 3 dice. Apply -1 for 75% load, -2 for max load, and -1 for 3+ armor and -2 for 2+ armor.

In addition to standard running speed modifiers, a penalty of -1 dice is in normal cases applied if varan carries any BIG weapons. This only applies to rolls where that big weapon might get into way (GM's discretion), but unless noted otherwise, it is included.

combat system

combat turn
One combat turn is approximately 6 seconds and is from one action of the character to his next one. Thus, there is no combat turns per se, but subsequent actions in the same order. The original order is determined by the GM. The order may change under GM's discretion when something special happens. In addition, the character can delay his action. Those in melee can hasten their action, if someone tries to run away.

combat action
During his turn, a character can do one of the following: If the character wants to jump, climb or do other special physical act, the GM must judge the situation. If the character is already in melee with some creature/robot, the other may do his action at the same time,not letting the character to run away. Moreover, if a creature runs past another, the other may get a free melee attack (GM's discretion). It is not meant that players run circles around their opposition. Likewise, running straight into automatic fire should be treated as move into covering fire, with possible multiple dice.

snap-shot shooting
Snap-shooting is a single shot (or burst) at certain target. Some weapons are limited to snap-shooting, and cannot be used for spread fire nor covering fire. When snap-shooting, attacker makes a test roll against target armor.
Stationary target: If the target and the shooter are both stationary, add 1 dice to test.
Long range: If the target is in long range, reduce 1 die.
Target close: if target is in melee range, reduce target melee skill (fighter levels) divided by 2 (round down), if the target can dodge the attack or push the gun away. If the target is surprised, instead add 1 dice.

spray fire
With all automatic weapons and other rapidly firing weapons it is possible to fire at a group of targets, certain area or multiple times against one target. Roll number of dice equal to ROF of the weapon, modifying the dice number by skill level and situation modifiers (see multiple dice tests, above). If there are multiple targets, hits are divided by the GM, but generally one per target. Targets are hit if the result is armor value or more. All snap-shot modifiers apply.

sustained fire
With sustained fire, character aims his weapon at certain area/direction and fills the target area with lead (or fire or plasma or...). The exact number of attack dice is calculated as with spray fire, but is limited to weapon ROF. Roll one die against each target in area, up to number of attack dice. If there are more targets than attack dice, the GM judges which ones are eligble targets.
In addition, until next action of the firer, roll one die for each target entering the area (or staying in it). Those already in the area and moving away are not attacked again.

using two weapons
The GM may allow effective use of two weapons, if they are small enough. Such a use should grant additional 1 or 2 attack dice in spray fire. Ammo consumption is as with full rate, and maximum hits (with accuracy bonuses) is total ROF of both weapons. Number of extra dice should be 2 with weapons with ROF 4 or higher, and 1 with ROF 2 or 3.

Note that varan cannot load two weapons at the same time, so one turn is required per weapon.

switching weapons
If the varan needs to change weapons, this can be done as free action at the start of the turn. However, such an action reduces total number of attack dice by one for this turn, unless the varan drops the currently held weapon.

The penalty does not apply to small weapons which can be used while still holding the main weapon, i.e. grenades and pistols. However, if the varan is already holding two weapons, it must either drop the other one or put it away, resulting in -1 dice in attack even with small weapons.

combined weapons
Several weapons can be tied together so they are more easily used when switching weapons, but they cannot be fired together. In addition, a combination of weapons weighting 20kg or more is automatically with -1 dice to-hit with any of these weapons, as the system becomes a bit too hard to handle.

melee attack
Attacker rolls against target armor, but with +1 die for superior position (surprise and/or longer reach) and must deduct defender skill levels (fighter) from dice thrown, if the defender can defend himself. If the defender has negative skill dice (he is wounded, burdened or carries a big weapon), those dice are not added to attacker's dice roll! However, the GM may judge that the attacker has superior position because of that.
If the attacker has multiple melee attacks, roll extra die for each and remove the dice so that attack number of dice are left (or if there are less dice originally thrown, leave them all). If the attacker wants to strike multiple targets, dice must be divided among targets before throwing them (unless all targets are similar and without melee skill, in which case dice can be first thrown and after that divided)

damage system

If a character (or other target) is successfully hit, he is damaged (or possibly killed) unless the hit is saved with additional armor or other defense systems. Some weapons cause multiple hits. In that case, roll armor save for each separately.

armor save
If the target has any save, it may try to nullify the hit by rolling his save number or more with d6. Many weapons have modifiers to this roll, and if the final required target number is 7 or more, the save simply cannot succeed. Likewise, if the required save roll is 1 or better, the weapon cannot harm the target (unless in a very rare circumstances, GM's decision). Even if the armor save succeeds, external equipment or things carried by the target may be damaged or destroyed (d6 roll 6 normally)

damage effect
If the hit is unsuccessfully saved with armor (or no armor save is possible) the target is damaged. All targets have hit points, one or more, and one is reduced from hit points for each non-saved hit If hit points are ever reduced to 0, the target is dead or destroyed, or at least incapacitated. Further damage makes the situation even worse. Most targets have only one hit point, and are killed if ever hit (and fail armor save).

critical damage
In addition to reduction of hit points, each non-saved hit causes a critical damage to the target. Each target have its own critical damage table, and a d6 is rolled for each hit. If the target has no critical damage table, roll d6:
1-3 one random item/accessory/limb damaged/destroyed/incapacitated, 4-5 +1 damage (do not roll for second critical damage), 6 target incapacitated/destroyed/killed.

varan critical damage
For cybervarans, the following table can be used for critical damage:
d6  result
1Cloaking device damaged
2Mapping system/scanners damaged (the varan cannot map other varans nor is he seen by other varans and varan cannot use bio-scanners)
3Random battlesuit accessory damaged or weapon/ammo destroyed, or armor save reduced by 1 until repaired.
4+1 damage (do not roll for second critical hit)
5Head damaged, all bonus accurace/sensor skills lost and -1 dice perception and shooting until repaired
6Massive wound. Reroll d6: 1-3 Severe wound, load capacity and movement rate halved, -1 all dice. One limb possibly severed. Varan bleeds to death within a minute.
4-5 Varan incapacitated and bleeds to death in a minute. 6 Varan killed.

Any second hit to damaged system destroys it. A second massive wound is fatal. Sensor damage and severe wound are cumulative. Any damage can be repaired and regenerated. Bleed can be stopped with first aid in 3 turns. Dice penalty applies to melee when defending, too.

In addition, any external systems may be damaged/destroyed each time a varan is hit (even if the hit is saved). In general, a d6 roll 6 destroys/damages one system.

Damaged systems can be repaired in d6 minutes, but severe wound must be regenerated. Incapacitated varan must regenerate one hit point to return to action.

[NEO-TROOPS © Kalle Marjola 1998-1999. All rights reserved]