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New system:


Basic Formula:

Weapon Sizes T S M L H

OB = offensive bonus
DB = defensive bonus

OB mods: -20 bis -40 (stunned/prone)
-20 unaware
-10 advantage?
+/- attack size (weapon)
+/- living size ?
DB mods: Agility Bonus * factor
+/- living size ?

hit_damage = OB + open_roll() - DB

< 0 : miss
> 0 : hit

Hit:

> 0 : Intrinsic Damage + (Hit / 10)

- Armour Value


Environment Penalties:

Brush/Forest: Offense -5
Ice: Offense -5
Knee-Deep: Offense -10 Defense Half Agility
Waist-deep: Offense -20 Defense No Agility
Higher-Ground: Offense/Defense +10

Visibility:
Full to half moon: Offense -5
Less than half: Offense -10
Starlight only: Offense -20
Fog: Offense -5/-10
Rain/Snow All -5/-10/-20
Blind: Offense -100 / Defense -80


Old System:


If fatigue allows, user performs a single combat turn.
If a user has a critical failure, the opponent gains tactival advantage

A combat turn:

Attacker:
* Pick opponent
* Pick weapon
o (Filters weapons - prevent_weapon_usage( attacker, defendant) called on each weapon)
o (Picks weapon with highest weapon class)
* Find skill

* Apply penalties/boni to skill
o - Injury Penalty (number of injury points)
o - Fatigue Points
o - Encumbrance
o - Aim Modifier
o + 20 if opponent prone
o - 10 for every opponent (!= prone) > 1
o +/- weapon comparison
o (Applies a +10 bonus if user has tactical advantage)

* 1D100 on effective Attack Skill - Calculate Success ( CF, MF, MS, CS)

Defender:
* Choose defense: Block, Dodge, Ignore, Counterstrike (setting on part of player)

* Find skill

* Apply penalties/boni to skill
(see above)

* 1D100 on effective Defense Skill - Calculate Success

Compare Successes

BLOCK

Unarmed Block: 2 Impact Strike to limb unless (Unarmed ML >= 71 and MS) or CS


COMBAT RESOLUTION

Determine Strike Location
Determine Impact (xd6 + Weapon Impact)

Aspects are:
Blunt/Squeeze, Edge/Bite/Tear/Claw, Pierce, Fire/Frost

Determine Armour

If Armoured:
Subtract armour class
If Aspect in EBCP and Impact < 5 (non-penetrating): Aspect = Blunt

If Unarmoured:
If Aspect != Blunt and Impact < 5: Impact = 5


Calculate Injury
Calculate Bleeding Points

If BP > Endurance: unconscious
If BP > Endurance * 2: dead

If Injury > 16 (Burn) or > 6: Open Wound -> Possible infection

Still to evaluate:

* If Injury > Endurance: unusable limb
* Weapon breakage
* Armour breakage
* Fencing-Weapons give parry bonus but cannot parry flails
* Piercing weapons can get stick for 1-2 rounds in armour if penetrating
* Whips get disarming bonus
* Bolas -> Parry -> Entangle Arm
* Large-injury-rule
* Dodge = 5 * AGI

MISC STUFF

Fatigue Rate = (Carried Weight / 400) / ENDURANCE
Lift: 500 * 10 * STR
Carrying: 500 * 5 * END

FUMBLE ROLL

* 5 x DEX
* Two Handed: + 1 DEX
* Fumble through injury: -20

SHOCK ROLL

* Tests Condition
* MF: STUN
* CF: Unconscious?

STUMBLE ROLL

* 5 x AGI
* Injury: -10
* Poor Light: -10
* Darkness: -20
* -> Prone

STUN

* Fail current task
* 1/2 ML next turn

KILL ROLL

* Test Condition without PP - 5 * penalty