<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Combat Rules on M.A.S.O - Mixed Arms Space Opera</title><link>https://maso.wiki/rules/combat/</link><description>Recent content in Combat Rules on M.A.S.O - Mixed Arms Space Opera</description><generator>Hugo -- gohugo.io</generator><language>en</language><atom:link href="https://maso.wiki/rules/combat/index.xml" rel="self" type="application/rss+xml"/><item><title>Introduction</title><link>https://maso.wiki/rules/combat/introduction/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/combat/introduction/</guid><description>Combat is initiated by hostile action by any party. Combat is broken into turns, which run in a dynamic initiative order. Everyone involved in combat gets 1 turn, which is broken up into actions: 1 move action, 1 major action, 1 minor action and free actions. These can be taken in any order.</description></item><item><title>Initiative</title><link>https://maso.wiki/rules/combat/initiative/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/combat/initiative/</guid><description>Fun fact, in most games, Initiative is actually pretty pointless past the first round as thereafter everything enters into a rhythm or a predictable rut.
M.A.S.O says &amp;ldquo;fuck that.&amp;rdquo;
Initiative isn’t rolled for or set like some games. It is Seized, which means whoever wants to go next, can. On the first round of combat, someone Seizes the “first” position. If two people want that position, one or the other can concede or they roll off.</description></item><item><title>The Turn</title><link>https://maso.wiki/rules/combat/the-turn/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/combat/the-turn/</guid><description>A turn is six seconds of real time. We jam a lot into those six seconds, because we&amp;rsquo;re professionals. Mostly.
Actions # A turn is 1 move action, 1 major action, 1 minor action and free actions, taken in any order.
Move Action # A move action allows a player to move up to their speed in any valid direction. If they are in a vehicle, they move at the vehicle’s speed.</description></item><item><title>Movement</title><link>https://maso.wiki/rules/combat/movement/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/combat/movement/</guid><description>A player may move their speed in combat.
Infantry Movement # Infantry have great flexibility in movement. Unburdened infantry have two speeds: Advance and Dash
Advance: 15 feet per round, no accuracy penalty
Dash: 30 feet per round, -10 accuracy, Loud
They may move their speed horizontally across any terrain, though that terrain may force checks that can affect their speed. Infantry that are overloaded also move at half their speed.</description></item><item><title>Attacks</title><link>https://maso.wiki/rules/combat/attacks/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/combat/attacks/</guid><description>Attacks are a Nerves check on 3d6 against a target 15 with any relevant modifiers. This includes the player’s modifiers and the target’s, of which there can be many, and is where the complexity in M.A.S.O really comes from. Aside from weapon modifiers, here are some common ones
Size Differences # Targets gain size penalties and bonuses based on size differences. For every size category that a target is larger than the player, the player gets a +1 bonus against.</description></item><item><title>Damage</title><link>https://maso.wiki/rules/combat/damage/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/combat/damage/</guid><description>Damage can broadly be split into Infantry and Vehicle Damage models.
Infantry Damage # Damage against a person or beast or really anything organic is done against their HP and usually blocked by armour. Infantry armour blocks damage. So when a shot connects, it does its damage first to the armour and then to the wearer’s hit points. Hit points are defined your Body stat - namely 5 x your Body (minimum of 10).</description></item><item><title>Morale</title><link>https://maso.wiki/rules/combat/morale/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://maso.wiki/rules/combat/morale/</guid><description>Unit Morale is invisibly tracked on a scale from 0 to 20. That is, the GM tracks it and it is invisible to the players.
Morale starts at the beginning of a campaign at a level determined by the GM and can be increased by player actions and decreased by enemy actions (or, with really bad roles/plans, player actions). If Morale ever hits 0 a Zero Morale Event happens. This is bad.</description></item></channel></rss>