Taistelu (Dropbox-dokkarista)

Nämä kopioitu standardista, sinisellä houserulet (ei löydy standardista)


Kierroksessa voi tehdä eri toimintoja. Kierros ajatellaan 10 sekunnin ajaksi. Eri toiminnot vievät kierroksen ajasta tietyn prosentti osuuden. Kierroksessa voi tehdä maksimissaan kolme toimintoa. Yhdessä phasessa voi tehdä maksimissaan yhden toiminnon, paitsi jos ne ovat 0% activityä vieviä toimintoja (esim. aseen esille vetäminen Quickdraw / Addrenal Quickdraw kyvyillä tai aseen pudottaminen kädestä)

Yksi kierros jaetaan kolmeen phaseen; snap, normal ja deliberate.

Snap action – resolved earlier with -20 modification (max 20% of movement action)
Normal action – resolved normally (max 50% of movement action)
Deliberate action – resolved later with +10 modification (max 80% of movement action)

Taistelukierroksen rakenne lyhyesti:

1) Julistukset
2) Heitetään aloitteet (ihan sama missä phasessa toimit)
3) Snap phase
4) Normal phase
5) Deliberate phase

Yleisiä actioneita kierroksella:

Action					% of total activity	Action			% of total activity
Full melee attack			60-100			Missile attack		30-60
Press & melee attack			80-100			Parrying missile attack	50
React & melee attack			80-100			Loading sling		50
React & missile attack			80-100			Loading short bow	50
React & spell cast			85-100			Loading composite bow	60
Preparing a spell			90			Loading long bow	70
casting non-insta spell			75			Loading light crossbow	160
casting insta spell			10			Loading heavy crossbow	220
consentration (maintainig spell etc.)	50			Shifting a weapon	10
Disengage from melee (may move 10’)	25			Drawing a weapon	20
Making Awareness static manouver	10			Changing weapons	50
Controlling mount			10-100			Dropping weapon		0
Standing up from prone / downed position50 / 30			Movement as snap action	1-20
Movement as normal action		1-50			Movement as deliberate action	1-80

Opportunity action

When it comes time during a round to resolve character’s declared action, he has the option of putting his action into an “opportunity” state (it becomes opportunity action). Any other actions character has declared for the current round are nullified. In effect such an action is delayed until the character wishes to resolve it.

An opportunity action maybe resolved during any following action phase after it has been declared. A character may not perform any other action until his opportunity action is canceled or resolved; however he does get 20% of normal activity usable only for movement at the end of deliberate phase.

Opportunity actions represent activities like: waiting for a target, setting an ambush, waiting to push a boulder on someone etc.

If character attempts to move within 10’ of character performing an opportunity melee action, the meleeing character may intercept, stop the movement and attack.

Both “opportunity action” and “react & [attack type]” can’t be declared at the same time.

Canceling actions

During a round character may cancel all of his remaining actions before they otherwise would be resolved. If cancelled actions total less than 60% activity, the character may move 10% of his normal movement as a deliberate action. If the cancelled actions total more than 60% activity, the character may perform one of the alternative actions:

Is your character in melee?

Combatant is engaded in melee if:

1) foe attacked him in previous round or earlier this round AND
2) That foe is still within striking distance (usually 5-10’) AND
3) That’s foes action for the current round is to melee the combatant

Missile fire in melee

Normally combatant can’t throw or fire missiles while engaged in melee.

If combatant insists firing missile or throwing in melee it is possible, but melee attacker gets bonus of +50 OB when attacking versus missile firer / thrower (also missile firer/thrower will not get any DB from QU). Attacker gets this bonus if missile firer has declared that his action for the round is to fire missile or throw and he has not cancelled action before melee attacker attacks.

Declearing melee attack

When melee attack is declared during the action Declaration phase, it must be one of the following types of action:

Melee & Push (back an enemy)

The attack form Melee & Push can be used to push back (either flank or rear hexes) an enemy with a successful attack. This requires a 100% activity melee attack (none of the OB used for parrying and no +10 bonus from full attack)

If the attacker achieves a critical against his opponent he has a chance to move him back by up to 10' from his current position. Chance is 10...50% for A...E crit.

From a weight difference of factor 3 i.e. the attacker weighs no less than 3 times more than the defender, OR if the attacker is one size category larger than his opponent (e.g. attacker has body size of 'large' and the defender a body size of 'normal') then the attacker doubles the chance to push the enemy back (20% for A-crit and 100% for E-crit). If size difference is 2 (e.g. Attacker has body size of 'super large' and the defender a body size of 'normal', chances are multiplied by 3 and possible pushing distance is up to 20'.

If defender is stunned (or worse) due result of the crit, the attacker may choose where the defender is pushed to. Otherwise defender may attempt to use Tumbling (or while stunned, defender can attempt to use stunned maneouver + Tumbling). If successful, defender can choose where he is pushed to.

Note that pushing defender back is not possible, if there are no free positions to be pushed at. In this case, defender gets an additional -20 OB and -20 DB due being pinned, constricted and pressed against an obstacle (wall, companion, tree etc).

Declearing ranged attack

Normal attack – The target of the attack must be declared during the Action Declaration phase. Any movement must be declared as separate action.

React & ranged attack - The attacker’s OB receives a -10 if using crossbow (tai vastaava ranged, jota ei tarvitse pitää jännityksessä) and -25 if normal bow (täytyy pitää jännityksessä), but the target of the attack need not be declared during the Action Declaration phase. As an action in any of last three phases (snap, normal, deliberate), the attacker can fire missile at chosen target (he can’t move at all during the round, except if you have crossbow, then you can move up to 15’).

Note that if you cancel react & ranged attack before deliberate phase, it is viewed as less than 60% action, so character may move 10% of his normal movement as deliberate action.

Declearing spell attack

Normal attack – The target of the attack must be declared during the Action Declaration phase. Any movement must be declared as separate action.

React & spell attack - The attacker’s OB receives a -25 modification, but the target of the attack need not be declared during the Action Declaration phase. As an action in any of last three phases (snap, normal, deliberate), the attacker can cast the spell at chosen target (he can’t move at all during the round). This modifier is also applied to basic spell attacks and ball spell attacks.

Note that if you cancel react & spell attack before this spell is cast, it is viewed as more than 60% action, but you will lose half of the power points needed for the spell.

Throw & Melee

If a stationary, combatant may throw a weapon using 80% of his normal OB and still melee in the same round with only a -20 modification to his melee OB (if using 1-handed weapon) or -40 modification (if using 1-handed weapon and shield). Throw & Melee is a 100% activity for the round (he is assumed to be holding his melee weapon in his non-throwing hand and then swapping it to his main hand).

Tää vaatis varmaan pientä säätöä vielä.. Mie säädin <3 Kuittaa