Click here to add your own text
Click here to add your own text
Optional Combat Mechanics
Range Bonus: At half range or less, the strike value is increased by +2. A 60’ (12 hexes) range weapon targeted at 30’ (6 hexes) or less gets strike value +2 turning a Range Strike Value of 13 to 15.
Exploit Advantage: If the first Strike (melee attack) is a success a second follow on attack may be attempted if there are enough beats left to spend. Thus, a swordsman who makes a hit when starting the melee phase adjacent to a foe (using ½ their beats) can make a second attack against the same foe using ½ their beats.
Quick Shot: Missile Phase. If equipped with a bow (not crossbow) player may be attempted the Quick Shot allows 2 missile strikes but each attack is at +2 to die roll.
Melee Defend: Melee Phase. Melee Defend adds +2 to opponent’s melee strike dice. Melee Defend replaces Melee Strike option for that Moment. When a Player attempts a melee strike against a foe the foe may declare they will defend. The strike die is thus modified and the defender may not attack in their phase in the current Moment. Only one attack may be thus affected.
Shield Rush: Movement Phase. If equipped with medium or large shield a “shield rush” may be attempted in which the player moves at least 3 hexes to rush a foe. A successful melee strike give 1-6 damage and displaces the target 1 hex back with the vacated hex being occupied by the striker. This is the only attack that can be made during the movement phase.
Back Attack: Much is made of attack vector in many TTRPG settings. This neither simulates real-life nor helps game flow. A player has a front and back (ignore flanks). Attacks at front are normal. Attacks from the rear are +4 to strike value, but hard to achieve.
A person or monster will always turn toward their attacker unless surprised/bushwhacked. Thus, no flank or rear attacks can be made unless one of three conditions are met.
Rear Attack
- Defender has been successfully hit in the combat round already (Pinned).
- Defender is magically or physically constrained (Held)
- The attacker uses skullduggery attack from the rear. (Bushwhacked/Back-stabbed)
Force Retreat/ Knock Back (optional): If a target takes more than 50% LF damage in a single strike, they are forced back one square at attacker choice. They must also make a morale check. Attacker may advance into vacated hex.
Theatrical Roll Results (Very Optional)
Fore “critical” rolls use the theatrical rolls mechanic. On a natural 1 the strike is fortuitous. On a natural 20 the strike is disastrous. Roll on the chart below.
Fortuitous Result/ Lucky (Chart used even if no other physical damage done).
- Target takes +2 Damage
- Target takes +4 Damage
- Target Crippled, movement halved until healed.
- Target Bleeds lose 1LF per round until wound bound or magically healed
- Target Bleeds lose 2LF per round until wound bound or magically healed
- Target knocked down. Next movement phase may stand up, but make no attack.
Disastrous Result/ Unlucky (Chart used even if damage is done.)
- Off Balance: Foe gets immediate attack during your phase and again in their phase.
- Off Balance: Foe gets immediate attack during your phase and again in their phase.
- Stumble: Foe gets immediate attack during your phase and again in their phase. -2 to strike die.
- Weapon Dulled: -2 to damage rolls until repaired.
- Weapon Damage: -4 to damage rolls until repaired.
- Weapon Broken. No longer usable. (magic weapons do not break)
Click here to add your own text