samedi 26 mai 2018

Combat



  • Overview
  • Actions in combat
  • Using attack actions
  • Fumbles

  • Overview

    Surprise turn

    A Turn is roughly equal to 10 seconds of in-game time.
    If one of the sides is unable to react momentarily, a Surprise Turn starts.
    Those having the advantage roll an additional Fury Die when determining Total Damage.
    Those surprised cannot use Reactions to defend themselves (they don’t have AP yet).
    Once everyone on the ambushing side acted, combat proceeds as normal.

    Initiative ladder

    Participants roll 1D10 + Initiative; they are placed on the Initiative Ladder from highest to lowest. Ties are broken by Perception Bonus, new ties by a re-roll. 
    For environmental events or other special occurrences, the GM rolls 2D10+2 to determine their place in the Initiative Ladder.

    Take turns

    At the beginning of one’s Turn, they discard all their remaining Action Points (AP) and gain 3 anew.
    Condition Effect
    BLINDED Cannot use Counterspell, Dodge or Parry
    CHOKED Cannot use any Action in combat, unless attempting to Resist to escape
    DEFENSELESS Cannot use any Reactions whatsoever
    DISARMED Lose weapon from primary hand 3 yards away and cannot use hand until next Turn
    HELPLESS Conscious but Defenseless and unable to act, may be Slain! with an automatically successful attack
    INCAPACITATED! Cannot succeed at Skill Tests and gain 6 points of Corruption
    INSPIRED Temporarily add +1 to Damage and Peril Thresholds until end of combat
    INTIMIDATED Temporarily suffer a -1 to Damage and Peril Thresholds until end of combat
    INTOXICATED! Gain +3 Damage Threshold, suffer 3D10+3 physical Peril and 1 point of Corruption
    KNOCKED OUT Left unconscious and Helpless until awakening
    PRONE On the ground, and suffers an additional 1D6 Fury Die in Damage
    SLAIN! That’s it, you’re dead, unless you spent 1 Fate Point
    STUNNED Begin Turn with one less AP; cannot suffer from multiple Stuns at once
    SURPRISED Suffer additional 1D6 Fury Die in Damage and cannot use Reactions

    Actions in combat

    MovementsAPAttacksAPPerilous stuntsAPSpecialsAPReactionsAP
    Charge2Called shot2Chokehold
    maintain
    1
    3
    All-out0Counterspell1
    Get up
    w/coordination
    2
    1
    Cast magick1-3Dirty tricks1Channel power1Dodge1
    Maneuver2Melee attack1Disarm1Inspiring words1Opportunity attack0
    Run3Ranged attack1Knockout!1Litany of hatred1Parry1
    Step aside1Push1LoadvariesResist0
    Take cover1Splinter shield1Subdue1
    Walk1Stunning blow1Swapping0
    Takedown1Take aim1-2
    Wait0

    Movement actions

    Charge (2 AP)

    • Distance up to Movement x 2 yards
    • If distance is at least 3 yards, a successful Melee Attack yields an additional Fury Die
    • If you leave an Engagement, you’re subject to an Opportunity Attack

    Get up (2 AP, 1 AP if Coordination trained)

    • Standing up from Prone or crouched and move up to 1 yard, or get into a carriage or on saddle, or pull an ally on its feet
    • If you leave an Engagement, you’re subject to an Opportunity Attack

    Maneuver (2 AP)

    • Move 1 yard and avoid Opportunity Attacks if leaving an Engagement.

    Run (3 AP)

    • Distance up to Movement x 3 yards
    • Add 3 to Damage Threshold until start of your next turn
    • If you leave an Engagement, you’re subject to an Opportunity Attack

    Step aside (1 AP)

    • Move 1 yard and let engaged foes immediately follow you if they want, avoiding Opportunity Attack

    Take cover (1 AP)

    • Move 1 yard and take cover (at least half of your body behind a solid protections, brushes aren’t enough) against ranged weapons
    • Low cover (crate or barrel): add 3 to Damage Threshold
    • Medium cover (waist-high stone wall): add 6 to Damage Threshold
    • High cover (pillar): add 9 to Damage Threshold
    • Full cover: cannot be targeted

    Walk (1 AP)

    • Distance up to Movement x 1 yards
    • If you leave an Engagement, you’re subject to an Opportunity Attack
    • If crawling, distance up to Agility Bonus and treated as Prone

    Modifiers

    Jump & leap
    Must Run at least 6 yards and make an Athletics Test to jump 1 yard for every 3 points of Brawn Bonus or leap 1 yard for every 6 points of Brawn Bonus.
    Hard terrain
    You cannot Charge, Maneuver or Run through hard terrain.
    Movement sub-types
    Sub-types are pairing with standard movement actions and increase the AP cost by 1.
    In order to uses a sub-type, a relevant Skill Test (Athletics, Ride, Stealth…) must be made, once (unless circumstances change), at the start of your movement (even if spread on multiple turns).
    Sub-type
    Distance
    Climbing
    [BB] – 3, minimum 1
    Sneaking
    [AB] – 1, minimum 1
    Swimming
    [BB] – 1, minimum 1
    On dog sled
    [AB] + 4
    On dray horse
    [AB] + 5
    On stagecoach or wagon
    [BB] + 5
    On palfrey horse
    [AB] + 6
    On fancy coach
    [BB] + 6
    On rouncey horse
    [AB] + 7
    On carriage
    [BB] + 7
    On courser horse
    [AB] + 8
    On chariot
    [BB] + 8
    On destrier horse
    [AB] + 9
    Flying
    [AB] + 9

    Attack actions

    Called shot (2 AP)

    • Aim a specific body part, increasing the Difficulty Rating assigned by the GM
    • The foe cannot Dodge or Parry

    Cast magick (varies)

    • Petty magick: 1 AP; Lesser magick: 2 AP; Greater Magick: 3 AP
    • Incantation Test

    Melee attack (1 AP)

    • Relevant Combat-based Skill Test to hit a foe

    Ranged attack (1 AP)

    • Relevant Combat-based Skill Test to hit a foe
    • Larger or Smaller foe may change the Difficulty Rating
    • This attack cannot be made while Engaged, unless with a Gunpowder Weapon
    • Thrown weapons: cannot only be launched at Short Distance
    • Medium Distance: increase by one step the Difficulty Rating
    • Long Distance: increase by two steps the Difficulty Rating
    • Extreme Distance: increase by three steps the Difficulty Rating and no Fury Die
    Attack modifiers
    Critical Failure
    The attacker suffers 2d10 + 2 physical Peril.
    Roll a Chaos Die, on a "6", roll on the Fumble table instead.
    When firing into an engagement, an ally is hit.
    Critical Success
    The defender is left Defenseless
    Size
    Larger or smaller foes may change the Difficulty Rating to succeed at Attack, Perilous Stunts, Dodge and Parry Tests, depending on size factor. They inflict more damage (+1 Fury Die when twice as large as an ogre, +2 Fury Dice when thrice as large)
    Mounted combat
    If the attacker mounted or driving a vehicles hits a foe, he gains an additional Fury Die.
    If a mount Bleed or suffers an Injury, a Handle Animal Test must be succeeded to control it, else the animal cannot use a Movement action on the next turn. If critically failed, you are bucked off (1d10+1 Damage and become Prone) and the animal flees and cannot be calmed until an hour has passed.
    Trample
    It’s a Melee Attack action associated with a Drive Skill Test. the damage is 1d10 + the mount’s [BB]. The victim is also Prone on a Critical Success. This attack can only be Dodged.
    Outnumbering
    When outnumbered by 6:1 or more, add a Fury Die to damage with Melee Weapons. Exceptions may occur if the outnumbered foe is larger than his attackers.

    Standard attack modifiers

    Modifier type Situation Modifier
    Called shotArms-10%
    Bodyno modifier
    Legs-20%
    Head-30%
    PositionCornered foe+10%
    Coversee Take cover Action
    Fire from horseback-10%
    Fire into engagement with ally-20%
    Flanking outnumbered foe+10%
    Higher ground+10%
    RangeShort rangeno modifier
    Medium range-10%
    Long range-20%
    Extreme range-30%
    SituationFleeing foe+20%
    Opportunity attack+20%
    Surprised foe+20%
    Prone foe+30%
    Helpless foeSlain!
    VisibilityBad visibility (fog, mist, fog...)-10%
    Darkness-30%
    Weapon size
    Cramped space-10% for Regular and larger
    Ally in the engagement-10% for Long and larger
    Adjacent space is cramped-10% for Reach

    Hit locations

    Location
    D10
    Head
    1
    Arms
    2-4
    Body
    5-8
    Legs
    9-10

    Weapon and armor qualities

    Quality
    Effect
    Adaptable
    +1 to Damage when the weapon is held in two hands
    Arming
    cannot be Disarmed from their wielder
    Artillery
    - can be fired while Engaged
    - flip the result to fail in order to Dodge or Parry
    Binding
    -10 Base Chance to resist a Disarm attempt made with this weapon
    Breaker
    a Finesse weapon may break when parried by a Breaker weapon. With a succesful Parry and 1 AP the attacking foe must resist with a Warfare Test or its weapon is Runied!
    Brace
    cannot charge, maneuver or run while wielding this weapon
    Castle-forged
    - cannot be Ruined! under normal circumstances
    - base cost x3
    Dangerous
    causes bleeding after suffering an Injury
    Defensive
    +10 Base Chance to Parry
    Detonate
    - affects multiple target (burst template)
    - those taking damage gain a Grievous Injury
    Distraction
    An Engaged foe must resist Dirty Tricks when the wielder Takes Aim
    Entangling
    after an attack, the foe must Resist a Chokehold or Takedown (attacker’s choice), flipping the result to fail
    Fast
    -10 Base Chance to Dodge or Parry
    Fiery
    the foe and one engaged with him must succeed a Coordination Test or be set On Fire
    Finesse
    refer [AB] instead of [CB] for damage
    Flexible
    may dodge using Athletics
    Free-standing
    - useless is unfixed
    - 1AP to fix on the ground
    - provides medium cover
    - a single persons engaged with the shield gain the Protective quality
    Gas
    - affect multiple targets (burst template)
    - without heavy winds, remains 1D10+1 minutes
    Gunpowder
    - can be loaded and fired when engaged
    - cannot be Dodged or Parried
    Fiery
    hit foe and those Engaged must succeed Coordination or be set On Fire
    Heavy
    prohibits the use of Incantation to cast magick and Coordination to Dodge
    Immolate
    - the foe must succeed a Coordination Test or be set On Fire
    - the weapon is extinguished after a successful attack
    Ineffective
    cannot deal Damage or inflict Injuries
    Light
    when held off-hand with a melee weapon in primary hand, add +1 to Damage
    Long
    - Same as Regular
    - Attack Actions are Challenging if an ally is engaged in an adjacent space
    - Difficulty may be ignored for the cost of 1 Chaos Die
    - A "6" on a Chaos Dice triggers a Fumble
    Maker’s mark
    - weapon: +5% Base Chance to strike
    - armor: reduces Encumbrance value by 2 (minimum 1)
    - shield: adds a passive +1 to Damage Threshold Modifier - base cost x6
    Natural
    +10 Base Chance to Dodge
    Personal
    may be used in cramped spaces with no maluses
    Powerful
    must Resist with a Toughness Test or be shoved out of the Engagement
    Protective
    can be used to Parry ranged weapons
    Pummeling
    - refer [BB] instead of [CB] for damage
    - can only inflict Moderate Injuries
    - cannot cause Bleeding
    Punishing
    - adds 1 Fury Die to Damage for 1 additional AP
    Reach
    - can strike Engaged or 1 yard away foes
    - may use Opportunity Attack when a foe Charge or Run toward you
    - same as Long
    - Attack Actions are Challenging if an adjacent space is cramped (e.g. 50% of the space or more is used)
    - Difficulty may be ignored for the cost of 1 Chaos Die
    - A "6" on a Chaos Dice triggers a Fumble
    Recoil
    - the wielder must resist Toughnes or shoved out of the Engagement
    - If Critically failed, suffer un Injury based on the current Damage Level (Moderately = Hyperextended elbow, Seriously = Stress fracture, Grievously = Splintered elbow
    - requires 3 ammunitions to Load
    Regular
    - Attack Actions are Challenging if the space is cramped (e.g. 50% of the space or more is used)
    - Difficulty may be ignored for the cost of 1 Chaos Die
    - A "6" on a Chaos Dice triggers a Fumble
    Repeating
    can be used 3 times without spending AP to reload
    Ruined!
    until fixed:
    - weapon: suffers -3 penalty to Total Damage
    - armor: does not add to Damage Threshold
    - shield: cannot be used to Parry
    fixing requires 6 days and a successful Tradecraft Test
    Shrapnel
    - affects multiple foes in a Cone Template
    - cone: 16 yards long, 1 yard large at start, 5 yards at the end
    Siege
    - affect targets in the Explosion Template (a 10-yard circle)
    - when damage is dealt, it inflicts a Grievous Injury
    Slow
    +10 Base Chance to Dodge or Parry
    Smoke
    - affects multiple foes in a Burst Template (a 6-yard circle)
    - remains 1D10+1 minutes
    - cannot fire at Medium or longer ranges from inside
    - penalties from outside, as the GM sees fit
    Splintered
    may spend a Fortune Point to ignore damage made by melee or ranged weapon, but the destroys the shield
    Throwing
    cannot be used for Medium or Long range
    Vicious
    adds an additional Chaos Dice to determine if an Injury is inflicted
    Volatile
    after a Critical Failure with this weapon, roll a Chaos Die; on 1 to 5, it misfires and must be repaired for 1 hour; on a 6, it explodes dealing 2D10+2 Damage from fire that cannot be Dodged, Parried or Resisted
    Volley
    can be fired up to 9 times without having to reload
    Weak
    cannot inflict Grievous Injuries
    Wytchfyre
    - loaded with powder, shot and a pyreshot of wytchfyre
    - a struck foe lust succeed a Coordination Test or be set on fire
    - a damaged foe suffers also 3 Corruption

    Perilous stunts

    Chokehold (1 AP, 3 AP to maintain)

    • Athletics Test while Engaged, Resist by succeeding an Athletics Test, Choked if Failed
    • The foe immediately inflicts 1d10 + [BB] physical Peril and at the start of each of your turn if you maintain the Chokehold
    • If Incapacitated! the foe falls unconscious for attacker’s [BB] Turns
    • No check to maintain, only the victim may Resist (and can do nothing else)
    • If the attacker drops one step negatively or more, the Chokehold is relinquished

    Dirty tricks (1 AP)

    • Guile Test while Engaged, Resist by succeeding an Awareness Test, Blinded if Failed

    Disarm (1 AP)

    • Coordination Test while Engaged, Resist by succeeding a Coordination Test, Disarmed if Failed

    Knockout! (1 AP)

    • The target must already be Defenseless or Helpless
    • Athletics Test while Engaged, unconscious and Helpless for the attacker’s [BB] Turns, and suffers 2d10 + attacker’s [BB] physical Peril

    Push (1 AP)

    • Push back a foe 2 yards behind, or 1 yard to the side
    • May be combined with a Takedown for 1 AP more
    • Athletics Test while Engaged, Resist by succeeding a Coordination Test
    • Critical success: foe may also suffer a Takedown or attacker can't follow for free

    Splinter shield (1 AP)

    • Combat based Skill Test while Engaged and with a two-handed melee weapon or an Adaptable weapon hold in two hands
    • Resist by succeeding a Toughness Test
    • Shield Ruined! if Failed

    Stunning blow (1 AP)

    • Athletics Test while Engaged, Resist by succeeding a Toughness Test, Stunned if Failed

    Takedown (1 AP)

    • Coordination Test while Engaged (or Coordination if at the end of a Charge), Resist by succeeding a Coordination Test, Prone if Failed
    Critical Failure
    The attacker suffers 2d10 + 2 physical Peril
    Critical Success
    The defender is left Defenseless

    Special actions

    All-out (0 AP)

    • Before or after the Difficulty Rating is announced, you may modify your Difficulty Rating to make your attack
    • You must roll a Chaos Die for each degree (to a maximu of +30%) you wish to add. If you roll a "6", your attack, succesful or not, is also a Fumble

    Channel power (1 AP)

    • Before or after the Difficulty Rating is announced, you may modify your Difficulty Rating to cast your Magick
    • You must have your Arcane Tome or Prayer Book in-hand

    Inspiring word (1 AP)

    • Leadership test once by combat to influence [FB] allies who can clearly see and hear you
    • Difficulty Rating depends on your Damage Condition: Unharmed +20%; Lightly Wounded +10%; Seriously Wounded -10%; Grievously Wounded -20%
    • Allies are Inspired if succeeded; move one step up their Peril Condition Track upon a Critical Success
    • Effect lasts to the end of the combat or until victim of a successful Litany of Hatred or Stress, Fear or Terror
    • Allies can only be Inspired this way once per combat
    • Cannot be used while under the effects of a Litany of Hatred, Stress, Fear or Terror

    Litany of hatred (1 AP)

    • Intimidate test once by combat to influence [FB] foes who can clearly see and hear you
    • Difficulty Rating depends on your Damage Condition: Unharmed +20%; Lightly Wounded +10%; Seriously Wounded -10%; Grievously Wounded -20%
    • Allies are Intimidated if succeeded; move one step down their Peril Condition Track upon a Critical Success
    • Effect lasts to the end of the combat or until Inspired by Inspiring Words
    • Allies can only be Inspired this way once per combat
    • Cannot be used while under the effects of Stress, Fear or Terror

    Load (varies)

    • To load a ranged weapon, spend AP as indicated in the weapons listing
    • Defenseless if the Load action spread from across multiple Turns

    Subdue (1 AP)

    • No injuries and bleeding are inflicted
    • When a foe should be Slained! they are only Grievously Wounded instead and Incapacited! and Helpless for your [CB] Turns

    Swapping weapons (0 AP)

    • For picking up, drawing or handing a weapon
    • 1 AP if more than once on your turn

    Take aim (1 or 2 AP)

    • 1 AP to gain +10 Base Chance to you next Attack Action or Perilous Stunt on this Turn
    • 2 AP to gain +20 Base Chance instead

    Wait (0 AP)

    • Hold your APs and act later in the Turn; you keep the new position in the Initiative Ladder
    • Scrutinize Test to interrupt a foe’s Turn

    Reactions

    Missed reactions cannot be re-attempted against the same cause, even if the defender has enough AP left.

    Counterspell (1 AP)

    • Instead of Resisting a Magickal effect, you may attempt to cast a Counterspell in reaction to entirely dispel it, provided you know Counterspell

    Dodge (1 AP)

    • Difficulty Rating: opposite of the foe attack’s Difficulty Rating
    Dodge (1 AP)
    Relevant Combat-based Skill Test when armed and hit be a Ranged Attack
    Success
    all damage is avoided
    Critical Success
    as above, and to do not have to spend AP

    Opportunity attack (0 AP)

    • Melee attack allowed when you’re able to attack and a foe moves away from you while Engaged
    • The foe cannot Dodge or Parry the attack

    Parry (1 AP)

    • Difficulty Rating: opposite of the foe attack’s Difficulty Rating
    • Difference of weapon size may modify the Difficulty Rating
    Parry (1 AP)
    Relevant Combat-based Skill Test when armed and hit be a Melee Attack
    Success
    all damage is avoided
    Critical Success
    as above, and to do not have to spend AP

    Resist (0 AP)

    Resist (0 AP)
    An action that requires a defender to withstand the effects, in reaction or when your Turn starts for ongoing effects that can be resisted by a relevant Skill Test
    Success
    you entirely nullify the effects
    Critical Success
    as above, and you move one step up the Peril Condition Track

    Using attack actions

    When an Attack Action succeeds, the following happens.
    • The target may use a Reaction to defend themselves, if they have at least 1 AP available.
    • If no Reaction is available or it is unsuccessful, the attacker rolls Damage. It is calculated as Combat Bonus + Weapon Damage (optional) + Fury Die. Compare the total to the target’s Damage Threshold.

    Fumbles

    PoidsFumbleEffect
    6RelâchementTest de Coordination pour ne pas lâcher l'objet tenu dans une de vos mains (test plus aisé pour un objet tenu à 2 mains)
    6ChuteUn mouvement malheureux. Test de Coordination ou Prone.
    6GroupeVos agissements stressent tout le monde. Vous et vos alliés subissez 1D10+1 points de Peril.
    6DéséquilibréVotre prochain AP est perdu.
    5FatigueSubissez 2D10+2 points de Peril physique
    5BlessureVous subissez 1D10+1 Damage
    5TerrainPour une raison quelconque, le terrain autour de vous devient plus difficile.
    5ObjetUne de vos armes ou de vos objets subit 3d10+3 points de dommages (cf. page 394)
    5HonteVous réalisez votre action de manière ridicule. Subissez 2D10+2 points de Peril mental
    4RelâchementVous lâcher l'un des objets que vous tenez
    4ChuteProne
    4Dommages altérésSi l'attaque touche, les dommages sont réduits de 1D6. Sinon, retirer sur cette table.
    4MalchanceVous perdez un Fortune Point. S'il ne vous en restait plus, retirer sur cette table.
    4RalentiVous perdez une place sur l'Initiative Ladder.
    3ConditionVous gagnez au hasard une Condition.
    3GêneVous gênez un allié engagé avec vous. Les tests effectués jusqu'à la fin de son prochain tour se feront en Flip to Fail. Cela s'applique à vous si aucun allié n'est engagé.
    3OuvertureVous ouvrez toutes vos défenses. Votre adversaire a droit à une Opportunity Attack simultanée à la votre.
    3ChaosUn événement inattendu, potentiellement issu d'une vague de Dhar se manifeste.
    3FatigueSubissez 3D10+3 points de Peril physique
    2BlessureSi votre attaque manque, c'est vous-même qui vous touchez. Si elle touche, vous subissez tout de même 1d10+1 points de blessures.
    2OuvertureVous ouvrez toutes vos défenses. Votre adversaire vous touche automatiquement en retour, simultanément.
    2MaladieFaites un jet de Toughness pour ne pas être touché par une maladie qui traîne.
    2ObjetUn des objets que vous portez est Ruined!
    2BlessureLa prochaine attaque vous touchant lors de la rencontre vous causera automatiquement une Injury.
    1AlliéSi votre attaque manque, elle touche un allié engagé. Si elle touche, un faux mouvement le touche aussi (mais son Damage Threshold est augmenté de 3). Cela s'applique à vous si aucun allié n'est engagé.
    1CorruptionSubissez 1 point de Corruption
    1EnvironnementContretemps sévère lié à l'environnement (chute de grande hauteur, la glace qui cède...)
    1ChaosDes méfaits passés vous rattrapent. Vous gagnez 1d10+1 points de Corruption.

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