House Rules for Combat Mins

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    Initiative

    Initiative determines "who acts rst" in combat(the player characters or the GM controlledcreatures and NPCs). e GM rolls 1d6 for the creatures or NPCs. e player with the highest SKILL rolls 1d6.If one or more players has the same SKILL value, they must choose who will roll the dicebetween them. e group (players, monsters, or NPCs) with thehighest roll, wins initiative rst for the combatroundIf both dice rolls are equal, simply roll again.For reasons of simplicity in this explanation,group A will be the one who won the initiative,

    as opposed to group B who lost.Surprise automatically wins you the initiativeand there is no need to roll.

    Order of Events e eff ects of Group A's Missile Weapons e eff ects of Group B's Missile Weapons e eff ects of Group A's Spells and MagicItems e eff ects of Group B's Spells and Magic ItemsGroup A's Movement (2 metres max)Group B's Movement (2 metres max)Hand-to-hand attacks.

    e facing of a miniature onthe oor plan

    Fr = Front Si = Side Ba = Back

    e above images show the position of aminiature on a square and the 8 squares to which he is adjacent. e 'peak' indicates thedirection the miniature is facing. Each squarecan be occupied by only one miniature. Some

    larger creatures may occupy several squares. Attacks to the back receive +4 as indicated inthe rule book: Rear attack p.59. A shield held in the right hand absorbs thedamage from the squares to the front and rightside. A shield held in the left hand absorbs thedamage from the squares to the front and leftside. Shields cannot absorb attacks from theBack squares.

    Each square represents a one meter by one meterarea

    Movement

    A miniature can move vertically, horizontally ordiagonally from one square to another.Movement to a vertical or horizontal squarecosts 1 meter Movement. A move to a diagonally square costs 1.5 metersMovement.Running takes the whole round and doubles themaximum number of meters a miniature canmove in a turn to 4 meters.

    Rotation : A miniature can use movement to turn in anydirection of his choice while standing the samein a square. To turn 45 ° costs no movement, to

    turn 90° costs 1 meter of movement and to turn180° costs 1.5 meters

    Shift Stance : We dist inguish between three posi tions:standing, kneeling and lying down. To switch between these positions costsmovement, the amount of movement dependson what armour a character is wearing. Acharacter wearing light-armour can switchbetween standing and kneeling or kneeling andlying down (or vice-versa) at a cost of 1 meter ofmovement. e light-armoured character can

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    also switch directly between standing and lyingdown at cost of 1 meter of movement. A character wearing heavy-armour can alsoswitch between standing and kneeling orkneeling and lying down (or vice-versa) at a costof 1 meter of movement. However if a heavy-

    armoured character wishes to switch betweenstanding and lying down they must rst switchto kneeling must rst switch to the kneelingposition and then to the lying position (or thereverse if they are standing up) costing a total of2 meters of movement.

    Draw a weapon: ere is no penalty for drawing a weapon if youare standing still. You can also draw a weapon while performing a movement at no cost.However a hero who runs, cannot draw his weapon at the same time. To put away one weapon and change to anothercosts 2 meters of movement.If the character drops the weapon he is holdingto draw another it costs him 1 meter ofmovement. To pick up a dropped weapon fromthe ground a character must rst kneel using theShift Stance rules.

    Actions in combat Blocking : A character ghting alone againstmultiple opponents can not disengage from theght as he is out numbered by his opponents. e ghters that outnumber their opponent candisengage from them on condition that one ofthem remains in contact with the character. An

    exception is made if the character makes adodge test (see Dodge below). A character thatdoes not have the Dodge special skill can in no way disengage from combat if out numbered.

    Example : e Adventurer (represented by the Aon the drawing) can not withdraw because he isalone against two opponents (unless you havethe special skill Dodge). e Goblin 1 (G1) candisengage from him because the Goblin 2 (G2)remains in contact. e two Goblins cannotboth break from the ght together.

    Facing and Rear attacks : A miniature can only choose to attack an

    opponent that is in their 'front' squares. eycannot attack an opponent that is behind themin their 'back' squares. However an opponent ina 'back' square may attack as long as theminiature they are attacking is already in combat with another opponent they are facing.

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    Example : e Adventurer (A) is in contact with3 Goblins (G1, G2 and G3). Because the Adventurer is facing Goblin 1 and Goblin 2they can attack him and he can attack either ofthem. However the 3rd Goblin can attack frombehind but the Adventurer cannot attack the

    goblin back.

    Visibility Line of sight is obtained when no obstacle (wallcorner, furniture other character) comes in astraight line between the centre of thecharacter's square and its target's square.

    Example 1

    Example 1 : Adventurer can shoot Goblins 1and 2 with its missile weapon, but cannot shootGoblin 3 because it is hidden by the Goblin in

    front of it.

    Example 2

    Example 2 : e Adventurer can shoot Goblin 1,but not Goblin 2 because the angle of the wallcuts off his line of sight.

    Dodge When a successful Dodge test is made acharacter can move 1 meter to the right, left orback. is does not count as movement.

    Critical Hit A critical hit pushes the target 2 meters into thesquares behind them (see 'back squares'). It maybe that an object (door, wall, furniture) preventsmoving back 2 meters. In this situation thetarget which is cornered suff ers a penalty (see«narrow corridor» p. 59).

    Other rules Weapons with Reach: the following weaponscan hit a target 1 square away: Spear, Polearm,

    Lance and Javelin.

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    Creatures with Reach: some monsters are verylarge or very long such as the sand worm ordragons. ese monsters can hit more than 1meter.

    Size category Space Occupied Reach

    Minuscule, Tiny,Small, Mediumor Average

    1m x 1m (1 Square) 1m

    Large 2m x 2m (4 Squares) 2m

    Huge 3m x 3m (9 Squares) 2m

    Gigantic 4m x 4m (16 Squares) 3m

    Gargantuan 5m x 5m (25 Squares) 3m

    Colossal 6m x 6m (36 Squares) 4m

    Vast 7m x 7m (49 Squares) 4m

    You can nd the size of many AdvancedFighting Fantasy creatures here:h t t p : / / g h t i n g f a n t a s y. c o m / i n d e x . p h p ?option=com_content&view=article&id=445&Itemid=37

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