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and
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Devon Oratz
Art Director
Mikaela Barree
Layout
Mikaela Barree
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Mikaela Barree
Cover Art
Robin Wallin
Contributing Artists
Mikaela Barree
Pierre Carls
Earl Geier
Barrie James
Miguel Santos
Jason Strutz
Robin Wallin
Jeff Ward
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Mikaela Barree
Index
Mikaela Barree
Devon Oratz
Playtesters
Mikaela Barree
Emily Foley
Matthew Hecht
Mairi Hunter
Brendan King
Jacinda Moore
Evan Smith
Rachid Yahya
Copyright 2013 End Transmission Games,
All Rights Reserved. No part of this work
may be reproduced without prior permission
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otherwise circulated in any form other
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Personal Combat
Due to the high-tech, vehicle-saturated
nature of the game, Personal Combat may
be one of the less important and less
frequent events that the Singularity System
is designed to model. However, this chapter
provides the basic framework and building
blocks for the combat systems at every
other scale.
Initiative
The first thing that happens at the start of
any combat is that all participants roll
their Initiative to determine the order
of actions. A characters Initiative is a
number of d6 equal to their Perception
+ Intelligence. This is not a success
test, and is the one time in the entire
Singularity System that you add up the
results of the dice.
Surprise
If the situation dictates that one party is
COMPLETELY unaware of the other when combat
begins, then the members of the ambushing
party each get one free turn of actions
outside of the regular initiative order
before initiative is rolled. The GM is the
ultimate arbiter of when surprise applies:
generally this should be used sparingly.
Readying Actions
A character can spend their turn preparing
a major or minor action (see below) to go
off on a predefined trigger. For example,
I ready an action to shoot the first
person that comes through the door or
I ready an action to shoot Rigil if he
makes any sudden movements. To have any
value a readied action must be precisely
defined, but dont be excessively wordy
or rely on information that your
character could not possibly have. If
the condition for a readied action never
occurs, the characters action for that
turn is lost. Readied actions cant be
changed or edited. Aborting a readied
action is a Hard Quickness test. Readied
actions do not alter anyones place in
the initiative order.
Example:
Johns character Zeta goes on
Initiative 48 and decides to delay
his action. On Initiative 31, two
new combatants enter the combat.
John decides to have Zeta react to
those combatants (namely: by shooting
them). His new Initiative becomes
30 for the duration of the combat.
If you delay your action, but do not
act at all by the end of the round,
you lose your action for that turn
and act on your normal initiative
count on the next turn.
Actions
The combat turn is really an
abstraction, but can be considered
to be approximately ten seconds. This
does not mean that if there are twenty
combatants, each combatants turn takes
half a second. Everything is happening
approximately at the same time. The
initiative order is effectively a
mechanical conceit necessary for
smooth gameplay. However, there is a
limit to the amount of the things a
character can do in one turn.
Namely, in each turn, you can perform
one major action and one minor action.
Delayed Actions
Distinct from a readied action, a character
who wishes to delay their action is deciding
to wait and see. If you choose to delay
39
Overland Speed
Not actually used in tactical combat,
this is the approximate traversal speed
of the vehicle in kilometers per hour.
Hull
Handling
Armor
Vehicular Attributes
ReAct
Mobility
This is the base number of range
categories the vehicle can shift with
a successful Change Range and Facing
Maneuver test.
Tactical Speed
This is the approximate number (midway
between average speed and maximum safe
speed) of meters per second a vehicle is
traveling at in combat, but do yourself
a favor and dont attempt to make any
actual velocity calculations based on
this number: it is an abstraction. The
primary purpose of Tactical Speed is
Weapons Systems
Vehicular weapons systems are complex
enough to warrant their own Attributes
and their own section (beginning on p.
69).
Systems
Information Warfare strength, as well
as the Skill/Attribute rating used
by the Autopilot when the vehicle is
piloting itself.
51
Vehicular Initiative
Surprise
-1d6
10+ Kilometers
-2d6
100+ Kilometers
-3d6
1,000+ Kilometers
-4d6
10,000+ Kilometers
-5d6
100,000+ Kilometers
-8d6
1,000,000+ Kilometers
-15d6
and
Vehicular Combat
Actions
and
Maneuvers
Delayed Actions
52
ReAct
Vehicles and pilots are not created equal,
and dogfights are not won by waiting
your turn. One Attribute every vehicle
possesses is ReAct. After every combatant
has acted, each combatant subtracts their
ReAct value from their Vehicle Initiative
result (keep your original Vehicle
Initiative result in mind!).
If even one combatant still has a
positive Vehicle Initiative result
after subtracting their ReAct value,
the combatant with the highest Vehicle
Initiative can take one more action or
make one more maneuver not both.
Once everyone has acted again, each
combatant subtracts their ReAct value
from their Vehicle Initiative score again
and acts accordingly until everyones
Range
and
Facing
53
75
Roles
There are five kinds of roles in
Starship Combat: Helmsman, Weapons
Bay Operation, Turret/Point Defense
Operation, Information Warfare, and
Damage Control. Each ship has only one
slot for the Helmsman, for Information
Warfare, and for Damage Control, but
ships can have practically any number of
individual bay weapons, weapon turrets
and point defense systems. Each role
(including individual Weapons Systems)
that goes unfulfilled by a flesh-and-blood
character, the ships computer attempts
to fill in for using its appropriate
subsystem. The computer of each starship
has five subsystems, ranked from 0 to
6. They are: Autopilot, Ordnance, Point
Defense, ECM/ECCM, and Repairs.
For example, there are only four
individuals on a starship with all
subsystem Attributes at three. When
they receive the call to battle
stations, one mans the helm, one mans
the primary (and in this case, only)
weapons bay, one mans the sensors,
and one goes to engineering to handle
damage control. The ships Point Defense
subsystem takes control of the turrets,
which will be treated as having Skill
values of 3. This means that nearly
any starship can be manned with a
virtual skeleton crew, but starships
that are properly crewed (by dozens or
hundreds of crewmen directed by the
role characters) receive a substantial
bonus (see Starship Initiative on p. 77).
76
Laser Rapier
Fire Axe
Naginata/Halberd
A double-bladed staff with a six-footlong steel haft in the center, this
prestigious and functional weapon is
a favorite of bodyguards and honor
guards alike.
Firearms
Ammo
Damage
Accuracy
Firearm
Maximum
Rate of
Fire
Notes
Strength
Needed
Cost
Pistol (10x17mm)
12
Single
--
400 Credits
Anti-Materiel
Revolver (12.7mm)
Single
Piercing 2; Major
Action to reload
1,200
Credits
Machine Pistol
(9x19mm)
24
Burst
Fire
--
900 Credits
Taser
Single
Non-Lethal
NA
1,000
Credits
SMG (10x17mm)
30
1,000
Credits
Tactical SMG
(.45 Caseless)
40
3,500
Credits
Combat Shotgun
(14 Gauge)
-1
12
Single
4,000
Credits
50
3,000
Credits
Tactical Assault
Rifle (5.56mm)
30
7,000
Credits
Marksman Rifle
(.308)
10
Single
Piercing 2
4,000
Credits
Sniper Rifle
(.633 Caseless)
Single
Piercing 3
8,000
Credits
Flechette 2; Major
Action to reload
Pistol
Taser
Anti-Materiel Revolver
Marketed as an Anti-Tank Pistol, itd be a
foolish man indeed who attempted to test
such claims against a main battle tank.
Nonetheless, this massive hand cannon
packs more stopping power per shot than
any other sidearm on the market.
Machine Pistol
This cheaply made, noisy, inaccurate weapon
is a favorite of gangers, space pirates,
and the like.
SMG
Smaller than an assault rifle but more
effective than a pistol, the SMG is
the standard weapon for rear echelon
support troops. This particular model is
mass-produced in massive quantities, and
its parts and ammunition are completely
interchangeable. It is also favored by
corporate security units, who are often
not authorized to use assault weapons.
121
Generic Hostiles
Hostiles or enemies are a form of
Opposition, the antagonists trying to
prevent the PCs in your game from
doing whatever theyre trying to do.
Of course these ready-made stats are
just the tip of the iceberg when it
comes to the antagonists you can
create with the Singularity System.
Humanoid antagonists should be statted
as characters (p. 18); however, you
might want to use different numbers
of Attribute Points, Skill Points,
and Perks, and will almost certainly
want to give them simplified and
limited equipment. Goons and mooks
opposing the player characters for
one battle should be statted with 5075% of the SP and AP that the PCs
Energy Sucker(Organic)
An energy sucker is a slimy cephalopod parasite
the size of a small dog. A frequent nuisance
on starships and space stations, they are
capable of absorbing and metabolizing energy
of any kind and at nearly any intensity.
Strength:
Quickness:
Perception:
Health:
Evasion:
4
3
3
8
3
Fortitude:
Intelligence:
Cyber:
Initiative:
2
1
5
6d6
Skills
Athletics 3
Electronics 3
Engineering 3
Low Tech Weapons 5
Stealth 3
Traits
Energy Sense
(An Energy Sucker is always aware of all
sources of energy; thermal, biological,
electrical, and so on; it receives +3 dice
to Perception tests to detect energy,
and Perception tests to detect energy
always have a Difficulty Stage of Easy)
Adaptable Absorber
(An Energy Sucker basically has no
maximum Health)
Pulse Absorption
(Energy Suckers are not only not
damaged by Pulse, but whenever they
take Pulse damage, they increase their
Health by a like amount instead)
Attacks
Tentacles at 5 Dice for 1 damage plus
energy drain.
Energy Drain: The target makes an Easy
Fortitude test and automatically suffers
4 Fatigue Damage, minus one point of
Fatigue damage for every success they
rolled. The Energy Sucker gains the same
amount of Health, which can exceed its
starting Health.
197