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Wednesday, September 28, 2011

A Look Inside: Combat in 'The Game' and UWoM-


:: Close Combat-
(c) 2011 Kyrinn S. Eis

Player Characters are Hero Figures by default, and as such, can command those of their Fight/Hit Dice or lower rating, including other 0-Die figures (Commoners).

All of the following d20 roll Special Results only apply if the Attack is successful.

At melee scale, this would mean that the PC-led attack (with accompanying fighters) succeeds, and all figures roll their dice of damage against the receiving forces. If the PC is in singular combat (other friendly figures are not 'engaged' with the same foes as the PC), then these d20 Special Results would apply on that PC's successful To-Hit roll. If your chosen game system rolls percentile dice instead of a d20 (BRP, etc.), multiply the (##) by 5 to arrive at the trained percentage score.

(6) V - Minimal Casualties :: Attaches an Auto-Dodge to a figure
:: (20) The figure gains a bonus of 4 to AC for the remainder of the Round and all of the next

(5) B - Co-ordinated Strike :: Attaches an Auto-Strike to an enemy figure
:: (17) Grants a second 'hit' at normal rolled damage (but a second Hit Location roll if used), or 1 Critical, &c.

(4) G - Vanguard Action :: Attaches to a friendly figure to grant them Auto-Surprise on next encounter of their choosing (stealth is possible to infiltrate further, etc.)
:: (13) As regards Tracking and Surprise, the figure acts as a Ranger of the same level until next combat

(3) Y - Free Move :: Provides the figure with an additional 4" of movement, before/after attack
:: (10) as above

(2) O - Focus :: Grants the designated figures with either: a number of visual/alerness focal point (a doorway, a computer bank, a facial expression), or a numerical bonus +1 per, Focus point.
:: (07) ""

(1) R - Weapon Check :: Forces the Operator to determine if the melee weapon is retained (rolling anything but another fumble), or how far away the weapon is discarded on a second 'red'. Unarmed attacks gauge disadvantage
:: (01) ""

For groups interested in opening up these options in The Game, combatants roll 1d6 per Hit Die, and group the results by number. Simple comparisons between the corresponding pools, in Initiative order, whittle-away at each other, making each reduction that much more likely to result in an injury in subsequent fights with others in that Round. Each Round refreshes the Hit Die pool, but each n of HP lost by the figure indicates the loss of one Hit Die for combat-pool purposes only (or not if you prefer). When the figure is reduced to 0 or fewer Hit Dice, the next successful attack results in the figure's (force's) defeat. This is true at the personal, tactical, operational, or strategic level.