Archive for September, 2002

81420187

September 10, 2002

COMBAT RULES
(incomplete draft)

v0.1a

Each combat turn lasts approximately 5 seconds. This need not be absolute, and the GM may determine that any turn or turns last for a longer or shorter period of time, as the situation may warrant.

There are no hit points; there are only descriptive results. A figure can sustain an effectively unlimited number of light wounds (Death of a Thousand Cuts) but their fighting effectiveness is (sometimes) reduced by those injuries. Moderate wounds decrease performance, and severe wounds are crippling. There may also be ‘instant kill’ hits.

Wound location tables are used, but need to be quick.

Damage is a factor of weapon type, attacker’s skill, defender’s armor, and combat result outcome (dice). Damage means that the opponent has been hit (the Orc in the Window). The attacker is presumed to be trying to hit the defender, not their Platonic shape.

There is no attack roll/defend roll. Combat rolls are simultaneous. Stop hits are possible, but it’s a lot more likely that if the other guy was swinging, his blow is going to land, too. The point is not to roll the dice to see what I did or what you did; the point is to roll the dice to see how the combat turns out.

Initiative is declared in reverse IV order (the figure with the highest initiative declares their action last).

Feint – the attacker spends accumulated points rather than take the action that was declared. Figure A declares an attack on Figure B. Figure B declares a defensive roll. (A) then declares the attack a Feint and spends the points, in order to take advantage. This could be an alternate attack which takes advantage of the defender’s changed position.

Both figures involved in a combat roll D10 and add all appropriate modifiers. The figure with the higher roll wins a number of points equal to the difference.

2-on-1 combat, all allied figures combine their rolls. Thus (7 + 4) vs. (9) yields a net 2 points for the team.

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