COMBAT
Combats are the most tensed action scenes in role
playing. Its important to have a chapter on it because combats needs more rules to
simulate every actions each opposing parties does in combat. Many rules are as Star Wars
rpg or other D6 games except these:
In combat theres different phases.
- The first phase is initiative. At this moment the characters knows
how fast they are in a round.
- When its a character turn to move, he declares his actions
of the round. He must comply to his maximum actions permitted in a second.
- When actions are rolled, effects are immediately applied.
- In each second, the characters act in their initiative order.
Initiative
The initiative determine 2 things at a
time : On which second he can start to act and his general speed of the round.
The characters roll DEXterity and check out this
chart :
Dexterity result |
Which second he act |
21+
16 20
11 15
6 10
0 5 |
1st second
2nd second
3rd second
4th second
5th second |
Once the initiative is rolled and declared, the
character may decide to increase his initiative. For the price of an action, he can roll
another D to add up to his initiative. He can do it as many times he want but will suffer
from multiple action penalty.
The first, the higher rolls determine their
actions for the upcoming round. When another second is announced, those who havent
act and can do it may do it at this moment in their initiative order. Then other
characters that have actions remaining from earlier seconds may act in their initiative
order. Heres an example to unconfuse it!
Initiative example: Toghrine the dwarf and
Légolim the elf must face 2 thugs. Heres the result of their initiative; Toghrine
28, Légolim 16, Thug A 17 and Thug B 7.
- First second: Toghrine move and attack Thug A.
- Second second: Toghrine want to attack Thug A again but because
its the second where Thug A can act, he can do so before the dwarf. He attack
Toghrine while Légloim move and attack Thug B. Now, its Toghrine turn in this
second.
- Third second: Theres Légolim against Thug B and Toghrine
against Thug A. Except for Thug B, they will all act in their initiative order if they
have actions left: Toghrine first, Thug A second and Légolim third.
- Second 4: Thug B now have his word to say ( if hes still
alive ) and act against Légolim before everyone else. After him, the three remaining
characters can act in the same fashion as in the Third second; if they have actions left.
- Last second of the round: Everyone acts as their initiative order:
Toghrine, Thug A, Légolim and Thug B.
Actions
Characters have a maximum amount of actions they
can do in one second. They can do as many actions than they have D in their dexterity
without taking pips in consideration. So a character with 3D+1 of dexterity can do 3
actions in one second if he wants to.
Heres some available actions in a round:
- Hit
: Melee attack or brawling.
- Cast spells or miracles
: The level of the spell or miracle is
also the number of seconds it takes to cast it.
- Charge
: Run at least 1 second before attacking and it
gives +1D damage.
- Disarm
: Called shot to the hand.
- Dodge or parry
: Can be done normal or full. See skills
chapter.
- Jump
- Move
: Cautious:1m second, Cruising :2m second. High
speed : 4m second, All out:8 m second. Not more than the character move rate. Can be
more if the character is caster than 10. Go prone or getting up.
- Push back
: Brawling succeeded make a 2D lost to the
victim actions for the rest of the round. A 10+ critical hit and the victim fall on the
ground.
- Draw a weapon
: Take an arrow or a rock is drawing a
weapon.
- Shoot
: Ranged attack.
- Wrestling
: See the section.
- Wait
: This action is used to gain advantage on another
character in a round. When a wait action is declared, the waiting character must also
declare what he plans to do with his wait. He can use his wait against another character
just before he does an action. The waiting character then use the planned action for his
wait before his opponent. After that, the waiting character continue the round in his
initiative order. A wait action can be continued in the next round if it wasnt used
in the current round. The waiting character roll his initiative as usual and declare that
he continue his wait action. The wait then works the same way but it can be used against
the fastest character of the round. Also, in this fashion the waiting character will gain
the prepared action bonus that will cancel his wait action penalty for the round.
Melee attack
To make an attack in melee, the attacker must
make the appropriate melee skill check against the difficulty of the weapon. Each weapons
have a series of codes that must be understood to use. See the Weapons & armour
chapter.
- Name : Whats its name. Weapons are part of
categories that the attacker must have the skill in order to use it to its maximum.
- Size : Small, Medium and Large. Those size are used
for critical effects and to determine who can use them.
- Type : Slashing, Impact or Piercing. Whats the
main function of the weapon.
- Difficulty : Whats the difficulty against the
type of attack in use.
- Damage : Damage arent affected by multiple
action penalty.
- Range : This number is the reach of the weapon in
meters. L size weapon add 5 to the difficulty if theyre used half this range and add
10 at range 0. M size weapons add 5 to the difficulty at range 0.
- Parry : Modifier to the parry check with this weapon.
Bonus are available only if the character has the specific category of skill needed to use
this weapon.
- Notes : Special effects of the weapon. Modifier to a
skill check with this weapon if specified. Bonus are available only if the character has
the specific category of skill needed to use this weapon.
The to hit may be modified by the parry check of
the target. A target may also dodge a melee attack ( see skill chapter ). If a character
hasnt acted this round, he may make a full parry or a full dodge. If he makes normal
parry or dodge, he must then declare his actions of the round.
Ranged attack
To make a ranged attack, the attacker must make
the appropriate ranged skill check against the difficulty of the weapon. Each weapons have
a series of codes that must be understood to use. See the Weapons & armour chapter.
- Name : Whats its name. Weapons are part of
categories that the attacker must have the skill in order to use it to its maximum.
- Size : Small, Medium and Large. Those size are used
for critical effects and to determine who can use them.
- Type : Slashing, Impact or Piercing. Whats the
main function of the weapon.
- Rate : Whats the rate of that weapon in a round.
1 means that the weapon can be used any number of times in a round. 1/1 means that the
weapon can be used once in a round. This code is the number/rounds.
- Damage : Damage arent affected by multiple
action penalty.
- Range : These numbers are how far in meters the weapon
can reach. Also the range determine the difficulty to hit. These numbers are placed as
this: Short range/ Medium range/ Long range/ Extreme range (ext). Those are the
difficulties.
Range |
Difficulty |
Less than 2 meters
Short
Medium
Long
Extreme(Long range + pips in strength/meters ) |
Size S : 5
Size M :10
Size L : 20
10
15
20
25
|
- Parry : Modifier to the parry check with this weapon.
Bonus are available only if the character has the specific category of skill needed to use
this weapon.
- Notes : Special effects of the weapon. Modifier to a
skill check with this weapon if specified. Bonus are available only if the character has
the specific category of skill needed to use this weapon.
The difficulty may be modified by the targets
dodge.
Put an arrow is an action. So, to shoot an arrow
is 2 actions. An archer can use a round to prepare arrow planted in front of him. Prepared
arrow doesnt take an action to load. An archer can plant as many arrow than he has D
in his dexterity +1.
Deviation work as usual in Star Wars RPG or your
favourite D6 game.
Wrestling
Wrestling is a form of attack that test the pure
strength of the attackers. To do it, the two attackers must have their hands free and must
be in contact with his opponent. The goal of it is to master the opponent. When you make a
wrestling attack, you roll your skill against the opponent skill and if it succeed, you
roll your STRength+ critical against your opponent STRength. If the last roll beats the
strength of the opponent, you gain one level of mastery on him. Heres the different
levels and their effects:
Mastery level |
Effects |
Free Grab
Takedown
Pin
|
Attackers act as normal. The one being grabbed lose 1D to all his physical actions. He stays in
contact with his attacker unless hes free.
The one being takedown lose 1D to all is actions and is downed to
the ground. He stays in contact with his attacker unless hes free.
A pin character is at the mercy of his attacker. The only
available action to him is to gain one level of mastery with his STRength or wrestling
2D ( minimum 1D ). The attacker can make brawling attack against the pin character
1D. |
Use this scale for the level of mastery:
Attacker
1 |
< start > |
Attacker
2 |
Pin |
Takedown |
Grab |
Free |
Grab |
Takedown |
Pin |
Protections and modifiers
- Shields can deviate attacks coming on the front and the same side
as the arm holding it. It acts as a protection as explained in Star Wars RPG 2.5 p.94.
Shield type: Buckler +5, Round +10, Tower +15.
- A wounded arm that holds a shield ( or a general wound status )
remove the same number of dice as the penalty of the wound to the protection. Minimum 0.
- Dodge and Parry works the same as in Star Wars or any of your
favourite D6 product. Except for dodging melee attack( see skill chapter ).
- Off hand penalty works like this: Wrong arm is at 2D to
attack but using two weapons does not count as a multiple action penalty. So you can
attack 4 times with the two weapons and have a penalty of 1D to your good arm and
3D to your wrong arm. Cheesy isnt it!
- Other combat modifiers are as Star Wars rpg or any other D6 rpg.
- Protection works like Star Wars rpg 2.5 protection rules except
for the protection body strength. See this chart below:
Damage difference |
Damage |
Victim |
0-3
4-8
9-12
13-15
16+ |
Nothing
Lightly damaged
Heavily damaged
Severely damaged
Destroyed |
Completely protected
Protected of 8DS/I/P-4DE
Protected of 4DS/I/P-2DE
Protected of 2DS/I/P-1DE
Protected of 1DS/I/P-0DE |
Damage
You must roll a hit location if damage are
scored:
MELEE |
RANGED |
|
|
If the head is hit, roll on this chart:
Damage S/P/E : 1-4 : +1D 5-6 :
Make stun damage also.
Damage I : 1-4 : Make stun damage also
5-6 : +1D
CRITICAL HITS AND WEAPONS
We must also consider critical hits. Critical
hits are generally scored if you beat by 10 or more the difficulty. But that rule change
for weapons. The first critical hit margin change with the weapon size: Small:15,
Medium:10 and Large:5. After the first critical hit scored, the others are made at 10 as
usual.
Critic effects change with the weapon type :
- S :+1D
- I : Stun damage also for the first and +1D for the others
- P : 1-3= +1D, 4-6= Stun damage also for the first and +1D for
the others
- E : +1D damage and Stun damage also for the first and +1D for
the others.
Damage are wound level as in Star Wars but with
some difference:
Damage |
Effect |
Stun
Wounded
Incapacitated
Mortally wounded
Dead
|
As usual
As usual with also wounded x2
Count as 3D to actions if its a limb.
Consider it to be 4D for a limb. The limb
may die as per rules.
If its a limb, consider the whole body as
mortally wounded. |
Add damage effect as by that chart to get the
general state of the character. The general status is the way the character feel and the
penalty to all his actions:
Part |
Consequence |
Head
Torso
Limb |
Direct general
status
Direct general status
Individual effect. -2D cumulated with limbs=-1D
general status
( When youre wounded with your left arm
doesnt mean that it hurts everywhere; with wounded x 2 status with that arm, it
begins to take its toll on all the body.) |
You can do a stun type attack if you want. This
count as two actions. A stun attack still cause real damage at 2 level less of the actual
damage result. This must be Impact type attack. Heres damage effect for stun:
Damage result |
Effect |
Stun
Wounded or
Incapacitated
Mortally wounded
Dead |
Stun
Body part knocked out for 2D minutes
Incapacitated
Paralysed or Coma |
You can use the damage system for armor as per
Star Wars rules 2.5 page 94-95.
Area type damage :
When a character is taken in a damage type that
hit all his body ( falling, fireball
) roll a hit location for each D of damage. If a
location is rolled twice, count it as a critical hit of +1D damage. Roll damage for each
part individually. Apply the effect for each part. Undamaged part gets damage 1 level
lower than an adjacent damaged part. Example, The left arm is incapacitated and the torso
is undamaged; the torso will get wounded status.
|