Post by Drasanil on Dec 13, 2005 15:56:27 GMT -5
Combat Basics:
When initiating combat, the procedure goes as such:
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To hit modifiers:
Certain elements in pitched combat effect the ability of characters to successfuly hit others, the following modifiers affect a characters WS.
Charging: +10
Advantage of ground: +10
Winning: +10
Obstacle: -10
Using weapon in the wrong hand: -10
Unarmed: -20
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Prone and Static targets:
All damage done to non-moving enemies or items is doubled. Further more it should be noted that all static and prone targets are hit automaticly for rather obvious reasons.
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Parrying:
If a defending character has a weapon that is suited for the job, that character may attemp to parry attacks against him/her.
When the attack is made, the defending character may parry by rolling a D100, if the score is less then or equal to that defenders WS then the attack has been parried and no damage is taken. Note you cannot Parry an attack if the attacker has double or more your own strength.
Example: A character with a Strength of 3 would only be able to parry attacks made by monsters or characters with a Strength of 5 or less, but not those with a Strength of 6 or higher.
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Unarmed Combat:
When engaged in unarmed combat, unless attacking characters have the skills Street Fighting or Wrestling, the attacked gains the penalties of -20 to WS and -2 to damage.
In additon metalic armour offers double the usual amount of protection against unarmed attacks reguardless of whether or not the character in question has Street Fighting or Wrestling.
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Additional damage:
When a natural 6 is rolled for damage, additional damage has been made. Roll a D100, if the score is less then or equal to the attacking characters Weapon Skill, more dmage has been done. Roll another D6 for damage, if another 6 is rolled, just keep on rolling the D6 until a score of 6 is no longer made.
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Being Surrounded:
When you are surrounded it will generally be very, very hard to defend one's self, and attacking you will be much easier, especially from behind.
Those to the sides will count as having double Weapon Skill, up to a maximum of 90, and the same goes for those in back of you, only they will do double the damage as well. Also you do not benefit from the Armour Protection afforded to you by your shield for those attack that hit you from behind.
Example: Lets say that you have 3 gobbos in front of you, 2 to the sides and 3 in back. The 3 in back will get double WS as you cannot defend against those attacks and will cause double damage. While the ones to the side will only get double weaponskill.
When initiating combat, the procedure goes as such:
- 1. Check initatives, the combatant eith the highest Initiative will strike first, the second hight Initialtive will go second, ect.
- 2. Roll a D100, if the score is that of, or below that of the attacking characters WS, a hit is scored.
- 3. Roll a D6, add the attacking characters strength and deduct the defending chracters toughness. The number give is the amound of damage taken by the defending character.
- 4. Reverse the number scored on the D100 if successfully hit. The reversed number will tell where the blow lands:
01-15 head
16-35 right arm
36-55 left arm
56-80 body
81-90 right leg
90-100 left leg - 5. Check the defending characters armor, for every point of armor the defending character is wearing in the area strtuck, deduct 1 point of damage taken by the character.
- 6. If the attacking character has more then one attack, repeat procedures 1-5.
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To hit modifiers:
Certain elements in pitched combat effect the ability of characters to successfuly hit others, the following modifiers affect a characters WS.
Charging: +10
Advantage of ground: +10
Winning: +10
Obstacle: -10
Using weapon in the wrong hand: -10
Unarmed: -20
--- --- --- --- --- --- --- ---
Prone and Static targets:
All damage done to non-moving enemies or items is doubled. Further more it should be noted that all static and prone targets are hit automaticly for rather obvious reasons.
--- --- --- --- --- --- --- ---
Parrying:
If a defending character has a weapon that is suited for the job, that character may attemp to parry attacks against him/her.
When the attack is made, the defending character may parry by rolling a D100, if the score is less then or equal to that defenders WS then the attack has been parried and no damage is taken. Note you cannot Parry an attack if the attacker has double or more your own strength.
Example: A character with a Strength of 3 would only be able to parry attacks made by monsters or characters with a Strength of 5 or less, but not those with a Strength of 6 or higher.
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Unarmed Combat:
When engaged in unarmed combat, unless attacking characters have the skills Street Fighting or Wrestling, the attacked gains the penalties of -20 to WS and -2 to damage.
In additon metalic armour offers double the usual amount of protection against unarmed attacks reguardless of whether or not the character in question has Street Fighting or Wrestling.
--- --- --- --- --- --- --- ---
Additional damage:
When a natural 6 is rolled for damage, additional damage has been made. Roll a D100, if the score is less then or equal to the attacking characters Weapon Skill, more dmage has been done. Roll another D6 for damage, if another 6 is rolled, just keep on rolling the D6 until a score of 6 is no longer made.
--- --- --- --- --- --- --- ---
Being Surrounded:
When you are surrounded it will generally be very, very hard to defend one's self, and attacking you will be much easier, especially from behind.
Those to the sides will count as having double Weapon Skill, up to a maximum of 90, and the same goes for those in back of you, only they will do double the damage as well. Also you do not benefit from the Armour Protection afforded to you by your shield for those attack that hit you from behind.
Example: Lets say that you have 3 gobbos in front of you, 2 to the sides and 3 in back. The 3 in back will get double WS as you cannot defend against those attacks and will cause double damage. While the ones to the side will only get double weaponskill.