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) Julistukset2) 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:
- Move 50% of his normal movement as deliberate action
- Melee as deliberate action modified by an additional -40
- Make maneuver as a deliberate action modified by an additional -40
Is your character in melee?
Combatant is engaded in melee if:
1) foe attacked him in previous round or earlier this round AND2) 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:
- Full melee attack – The attackers OB receives a +10 modification, but the target of the attack must be declared during the Action Declaration phase. Any movement must be declared as separate action.
- Press & melee attack – The target of the attack must be declared during the Action Declaration phase and the target must be adjacent at that time. If the target attempts to move away befre attack is resolved, the attacker may attempt to move after him. Such movement only results in half of the OB modification for less than 100% activity used to attack.
- React & melee attack – The attacker’s OB receives a -10 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 attempt to move to and attack anyone within 50’. If he has not done so by the end of the round, he may move up to 50% of his normal movement. Apply the normal OB modifications for less than 100% activity used to attack.
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