FLBACK2.gif (22091 octets)

COMBAT

 

Combats are the most tensed action scenes in role playing. It’s 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 there’s different phases.

  1. The first phase is initiative. At this moment the characters knows how fast they are in a round.
  2. When it’s a character turn to move, he declares his actions of the round. He must comply to his maximum actions permitted in a second.
  3. When actions are rolled, effects are immediately applied.
  4. 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 haven’t 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. Here’s an example to unconfuse it!

 

Initiative example: Toghrine the dwarf and Légolim the elf must face 2 thugs. Here’s 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 it’s 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, it’s Toghrine turn in this second.
  • Third second: There’s 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 he’s 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 want’s to.

 

Here’s 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 wasn’t 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 : What’s it’s name. Weapons are part of categories that the attacker must have the skill in order to use it to it’s 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. What’s the main function of the weapon.
  • Difficulty : What’s the difficulty against the type of attack in use.
  • Damage : Damage aren’t 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 they’re 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 hasn’t 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 : What’s it’s name. Weapons are part of categories that the attacker must have the skill in order to use it to it’s 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. What’s the main function of the weapon.
  • Rate : What’s 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 aren’t 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 doesn’t 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. Here’s 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 he’s 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 he’s 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 isn’t 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 it’s a limb.

Consider it to be –4D for a limb. The limb may die as per rules.

If it’s 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 you’re wounded with your left arm doesn’t mean that it hurts everywhere; with wounded x 2 status with that arm, it begins to take it’s 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. Here’s 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.

 

 

R52.gif (3416 octets)