Difference between revisions of "Age Of Dragons: Skirmish Combat"

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*1) The '''Tactical Movement Phase''' involves the combatants manoeuvring to gain advantage, to close with certain enemies, or just to get away!
 
*1) The '''Tactical Movement Phase''' involves the combatants manoeuvring to gain advantage, to close with certain enemies, or just to get away!
 
*2) The '''Battle Phase''' is when combatants make their ranged and melee attacks, and also when they take other miscellaneous actions.
 
*2) The '''Battle Phase''' is when combatants make their ranged and melee attacks, and also when they take other miscellaneous actions.
*3) The '''End Phase''' is a general "clean up" phase when combatants check the effects of their injuries, and where in-game effects that last a single round will usually end. There are also certain magics and special effects that use the ''End Phase''.
 
  
If you are new to the system, don't be too concerned with the ''End Phase'' just yet, as it is primarily concerned with special rules that can be explored one by one as they come into play.
+
Each character's ''Round'' is completed before you move onto the next one. That is, a combatant completes his ''Tactical Movement phase'', and then acts on his ''Battle phase'', and then you move to the next Dragon in Initative order.
 
 
Each character's ''Round'' is completed before you move onto the next one. That is, a combatant completes his ''Tactical Movement phase'', and then acts on his ''Battle phase'', then resolves his ''End phase'', and then you move to the next Dragon in Initative order.
 
 
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===Initiative: Action Order===
 
===Initiative: Action Order===
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Exceptions are made for particularly fast ground troops, like cavalry, which can move a single distance step, but of course cannot change altitude.
 
Exceptions are made for particularly fast ground troops, like cavalry, which can move a single distance step, but of course cannot change altitude.
  
Finally, it is possible to be '''"pinned"''' in combat. Usually this will be because you are in close combat, and being ''grappled'' at zero range. In this case, you cannot make tactical movement until you cease to be pinned (for example by ''breaking out of a grapple'').
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Finally, it is possible to be '''"locked"''' in combat. Usually this will be because you are in close combat, and being ''grappled'' at zero range. In this case, you cannot make tactical movement until you cease to be ''locked'' (for example by ''breaking out of a grapple'').
 
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==Phase Two: The Battle Phase==
 
==Phase Two: The Battle Phase==
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Like an ordinary melee attack, it can only be made against enemies at close quarters, who are at the same altitude.
 
Like an ordinary melee attack, it can only be made against enemies at close quarters, who are at the same altitude.
  
If you hit with a grapple attack, the range between you and your target is instantly reduced to ''Zero Range''. This takes place outside of the usual sequence for tactical movement. A grapple attack deals no damage.
+
If you hit with a grapple attack, you deal no damage but the range between you and your target is instantly reduced to ''Zero Range''. This takes place outside of the usual sequence for tactical movement. A grapple attack deals no damage.
  
Also, both the attacker and the target become '''pinned'''.
+
Also, both the attacker and the target become '''locked'''.
  
A ''pinned'' combatant is limited in his movement (see ''Tactical Movement'' above) and will likely be unable to fly properly and may crash (see ''Falling from the Sky'' below).
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A ''locked'' combatant is limited in his movement (see ''Tactical Movement'' above) and will likely be unable to fly properly and may crash (see ''Falling from the Sky'' below).
  
''Pinned'' dragons can still make melee attacks as normal, though only against combatants that they are grappling with. Attacking a ''pinned'' dragon from outside the grapple is at +1 TN (as it is hard to find an opening), but defending against outside attacks while ''pinned'' is also at +1 TN (as it is hard to concentrate on defending yourself).
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''Locked'' dragons can still make melee attacks as normal, though only against combatants that they are grappling with. Attacking a ''locked'' dragon from outside the grapple is at +1 TN (as it is hard to find an opening), but defending against outside attacks while ''locked'' is also at +1 TN (as it is hard to concentrate on defending yourself). Any area effect attacks that attack a ''locked'' combatant automatically target both ''locked'' combatants.
 
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* '''Breaking Out of a Grapple''' is a special melee attack at +1 TN.
 
* '''Breaking Out of a Grapple''' is a special melee attack at +1 TN.
  
Obviously, you can only attempt ot break out of a grapple when you have been ''pinned'' by a grapple.
+
Obviously, you can only attempt ot break out of a grapple when you have been ''locked'' by a grapple.
  
It uses the ''Tooth and Claw'' skill to "attack", and can usually be defended against only with the ''Tooth and Claw'' skill (specifically ''Aerobatics'' cannot be used to defend against an attempt to break out of a grapple).
+
This is treated in the same way as a melee "attack" (Soma test to hit) and is defended against in the same way (Soma test).
  
 
If you "hit" with this attack, then the range between you and your target is instantly increased to ''Close Quarters''. This takes place outside of the usual sequence for tactical movement. Breaking out of a grapple deals no damage.
 
If you "hit" with this attack, then the range between you and your target is instantly increased to ''Close Quarters''. This takes place outside of the usual sequence for tactical movement. Breaking out of a grapple deals no damage.
  
Obviously, breaking out of a grapple also means that you cease to be pinned.
+
Obviously, breaking out of a grapple also means that you cease to be ''locked''.
  
If multiple combatants are in the same grapple, then the "break out" attack is defended against by each and every enemy combatant in the grapple, and the attack successes compared to each defending grappler separately. Only those that are "hit" by the break out attack are removed from the grapple, with the range for those combatants increased to ''close quarters'' from the grapple.
+
If multiple combatants are in the same grapple, then the "break out" attack is defended against by each and every enemy combatant in the grapple, and the attack successes compared to each defending grappler separately. Only those that are "hit" by the break out attack are removed from the grapple, with the range for those combatants increased to ''close quarters'' from the grapple. If the active "breaking out" combatant doesn't beat all his grapplers, then he still remains ''locked'' himself.
  
 
This is important, as it means that if you are trying to break out of a grapple from multiple enemies, it is possible you will shake off some but not all of your grapplers.
 
This is important, as it means that if you are trying to break out of a grapple from multiple enemies, it is possible you will shake off some but not all of your grapplers.
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Don't forget that a combatant may always opt to not defend against any attack, including breaking out of a grapple. However also note that if the "break out" roll scores no successes, then the break-out is not considered to have hit - that is, even if both combatants want to get out of a grapple, that doesn't necessarily mean that will happen!
 
Don't forget that a combatant may always opt to not defend against any attack, including breaking out of a grapple. However also note that if the "break out" roll scores no successes, then the break-out is not considered to have hit - that is, even if both combatants want to get out of a grapple, that doesn't necessarily mean that will happen!
 
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 +
* '''A Called Shot''' is a special melee attack at +1, +2 or +3 TN.
 +
 +
A Called Shot represents going for a particular injury on the target. Aiming for a a wing or the torso is at +1 TN. Aiming for limbs is at +2 TN. Aiming for the neck, head or tail is at +3 TN.
 +
 +
The main advantage of making a Called Shot is to bypass armour or special defences by targeting an area of the body that doesn't have these defences. Additionally, a successful (damage dealing) called shot on certain locations has additional special effects.
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 +
''Wing'' - The target is impaired in flying ability. He is at -1 to all Soma rolls that involve airborne movement until the end of his next action. This includes flying melee attack and defence rolls, though not melee attacks while in a grapple, and not ranged attacks.
 +
 +
''Torso'' - No additional special effect.
 +
 +
''Forelimb'' - The target will be disarmed of a weapon on that forelimb.
 +
 +
''Hindlimb'' - The target will be disarmed of a weapon on that hindlimb. Additionally, his ground movement is impaired. He is at -1 to all Soma rolls that involve ground movement until the end of his next action. This includes grounded melee attack and defence rolls, though not melee attacks while in a grapple, and not ranged attacks.
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 +
''Neck'' - Triple your Soma when rolling for damage from this attack.
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''Head'' - The target is concussed and is at +1 TN to all dice rolls till the end of his next action. Also, double your Soma when rolling for damage from this attack.
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''Tail'' - The target will be disarmed of a weapon on that hindlimb, and cannot use that tail to attack on his next action. Additionally, his flying movement is thrown off balance. He is at -1 to all Soma rolls that involve airborne movement until the end of his next action. This includes flying melee attack and defence rolls, though not melee attacks while in a grapple, and not ranged attacks.
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 +
Note that some Combat Techniques are described as targeting particular locations. These Techniques do not use the ''Called Shot'' rules, and instead use their own rules as described.
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* '''A Non-claw Attack''' is a special melee attack at +1 or -1 TN.
 +
 +
It is assumed that in melee battle a Dragon normally uses his forelimb and hindlimb claws. This represents the standard attack
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At +1 TN a Dragon can opt to bite instead. A bite attack has -1 TN on the damage roll if it hits.
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At -1 TN a Dragon can opt to slash with his wings or his tail. A wing or tail attack has +2 TN on the damage roll if it hits.
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A Dragon can also use weapons. The effects of using weapons are described in the WEAPONS chapter.
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===Non-attack Battle Actions===
 
===Non-attack Battle Actions===
  
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Damage checks are ''Soma checks'', but gain a bonus number of dice equal to the number of successes the attacker scored over and above the defender's successes.  
 
Damage checks are ''Soma checks'', but gain a bonus number of dice equal to the number of successes the attacker scored over and above the defender's successes.  
  
The TN of the roll is determined by the weapon used. Most weapons have a TN of 5+, including dragon claws, metal swords and longbows. Particularly potent weapons may have lower TNs, and weaker weapons a higher TN.
+
The TN of the damage roll is usually 4+. Some potent weapons and attacks may have lower TNs, and some weaker weapons and attacks a higher TN.
  
Note also that the TN can be modified by "killer blows" as above.
+
The target can then make a ''Soma check'' to compete directly against this roll. The TN of the "toughness" roll is usually 4+. Some circumstances and equipment (armour in particular) can change the TN of this roll.
  
For each success on the damage check, deal 1 Life Point of damage to the target.
+
More successes on the damage check results in more injury. One success = Level 1 Injury, Two successes = Level 2 Injury, Three successes = Level 3 Injury, etc.
 +
 
 +
If there are zero successes on the damage check, then no damage is dealt.
 
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===Severe injury and Death===
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===Injury and Death===
 +
 
 +
An injury of level lower than your Soma is deemed a '''Light Injury'''. If you receive any further ''Light Injuries'', they are automatically upgraded to a ''Heavy Injury''.
 +
 
 +
An injury of level equal to your Soma is deemed a '''Heavy Injury'''. If you are heavily injured you receive inflicts a cumulative +1 TN to ''all'' Soma checks. Also, if you receive any further ''Light Injuries'' or ''Heavy Injuries'', they are automatically upgraded to a ''Critical Injury''.
  
A combatant who has received more wounds than half his total ''Life Points'' is considered to be ''severely injured''. A ''severely injured'' combatant can no longer take tactical movement or battle actions, and is effectively out of the fight. Also he will be unable to fly properly (see ''Falling out of the Sky'' below).
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An injury of level greater to your Soma is deemed a '''Critical Injury'''. With this level of injury you automatically roll 0 successes on any Soma based check, and you are at risk of dying. Depending on the nature of the injury you may have minutes or hours to live, but certainly no more than that. Magical healing or intensive care is probably your only hope of surviving at this stage. If you receive any further injuries, you are killed outright.
  
A combatant who has received more wounds than his total ''Life Points'' has been killed.
+
An injury of level greater than twice your Soma results in '''Death'''.  
 
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==Phase Three: The End Phase==  
 
==Phase Three: The End Phase==  
 
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===End Phase Actions===
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===Ending the Round===
  
Few actions can be taken in the ''End Phase'', though some breeds and lifepaths give optional actions that can be used at this time.
+
Once each combatant has acted for the round, the GM runs through ''end-of-round'' effects. These are mostly triggered by various special effects and resolved on an ad hoc basis, but might include the following:
 
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===Falling out of the Sky===
 
===Falling out of the Sky===
  
After all combatants have taken their end phase actions, aerial combatants that are unable to fly properly will start to "fall out of the sky". There are three circumstances when this will usually occur:
+
After all combatants have taken their actions, aerial combatants that are unable to fly properly will start to "fall out of the sky". There are three circumstances when this will usually occur:
  
 
* The combatant is ''pinned''.
 
* The combatant is ''pinned''.
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Falling dragons lose 1 level of altitude, for example moving from ''ceiling altitude'' to ''flying high''.
 
Falling dragons lose 1 level of altitude, for example moving from ''ceiling altitude'' to ''flying high''.
  
A dragon who is reduced to ''grounded'' altitude in this way is deemed to have crashed, and immediately rolls a dice pool equal to his own ''Soma''. The TN of this roll is set by the hardness of the ground - 5+ for most ground surfaces, 4+ for hard rock, 6+ for water, 2+ or 3+ for especially dangerous terrain. For each success rolled he takes ''1 Life Point'' of damage.
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A dragon who is reduced to ''grounded'' altitude in this way is deemed to have made a forced landing, and immediately receives a ''Light Injury''. On particularly hard or dangerous ground a GM could deem that the injury is greater (for example, a ''Heavy Injury'' for bare rock, a ''Critical Injury'' for jagged spikes of stone, and ''Death'' for a lake of lava).
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==Additional Combat Options==
 
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===Catching / Mid air rescues===
 
 
 
A falling combatant can be "rescued" by another flying combatant as a ''Battle phase action''. This is an Soma / Aerobatics Check, with a TN of 5+ for a dragon of a similar weight, and can only be done at close quarters or at the same altitude. On a success, the target is "caught" and is now being carried by the rescuing dragon.
 
 
 
Only combatants that are falling singly can be rescued in this way. You can't rescue a dragon that is falling because he is grappling - its just too chaotic to get in without being caught in the grapple yourself!
 
 
 
For each factor of 2 difference in weight, increase or decrease TN by 1. For example, you can catch someone of twice your weight with TN 6+, or half your weight with TN 4+.
 
 
 
A dragon that is carrying someone his own weight cannot make any melee attacks until he loses his "passenger". Normally the rescuer will land as soon as possible, and lay his burden down, before taking to the skies again.
 
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===Weapons===
 
 
 
As noted, different weapons have different TN for damage checks. Weapons can also have different special effects in combat.
 
 
 
The different weapons are described in a separate chapter.
 
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===Armour===
 
 
 
Armour reduces damage received directly, by a fixed amount equal to their ''Armour Rating''.
 
 
 
For example ''Steel Dragonplate'' has an Armour Rating of 3, so reduces all damage received by 3 points.
 
 
 
Often, however, armour has a certain amount of ''Encumbrance''. This value reduces the dice pool of any checks which would be hampered by physical encumbrance, most commonly ''Aerobatics''. For example, ''Steel Dragonplate'' has an ''encumbrance value'' of 3.
 
 
 
Note that it is rarely worthwhile for dragons to wear armour, as it slows down their ability to dodge so much that the damage reduction ceases to be worthwhile. However training in the ''Warmaster'' lifepath can reduce Encumbrance, via the appropriate milestones.
 
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===Condition Penalties===
 
Certain internal and external conditions can affect a dragon's ability to use his skills.
 
Internal conditions (e.g. fatigue, poisoning) affect a dragon's dice pool.
 
 
 
External conditions (e.g. heavy winds, poor visibility) affect a dragon's TN.
 
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===Killer Blows===
 
 
 
With some weapons a meleeist can attempt to make a "killer blow". These weapons are noted to have the ''killer blow'' trait in their descriptions.
 
 
 
In attempting a ''killer blow'' the combatant adds +1 to the TN of his attack roll (e.g. 5+ instead of 4+), but reduces the TN of his damage roll by 2 (e.g. 5+ to 3+).
 
 
 
A dragon's natural attack (i.e. ''tooth and claw'') has the ''killer blow'' trait. In this case, an ordinary melee attack represents making claw swipes, while the killer blow is using a dragon's bite.
 
 
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[[Category:Age_of_Dragons]]
 
[[Category:Age_of_Dragons]]

Revision as of 06:15, 16 May 2008

Age Of Dragons: Main Page -> Combat and Conflict-->Skirmish Combat


Overview of Skirmish Combat

Skirmish Combat is the default combat system for Age of Dragons and provides the core for the other conflict systems. Players and GMs should at least be familiar with the combat systems in Skirmish Combat, and likely with one or two small encounters or practice fights will master it very quickly!

Skirmish Combat is used for physical confrontation, between two or more combatants. Combatants can be flying or non-flying in skirmish combat, and will manoeuvre around each other to engage optimally before blasting with ranged attacks or tearing in with tooth and claw in melee range.

The Passage of Time: Phases and Rounds

While in ordinary roleplaying the passage of time is purely descriptive, convention usually dictates that combat itself is broken into rounds that represent fixed units of time. Age of Dragons uses combat rounds, and subdivides each round into three different phases:

  • 1) The Tactical Movement Phase involves the combatants manoeuvring to gain advantage, to close with certain enemies, or just to get away!
  • 2) The Battle Phase is when combatants make their ranged and melee attacks, and also when they take other miscellaneous actions.

Each character's Round is completed before you move onto the next one. That is, a combatant completes his Tactical Movement phase, and then acts on his Battle phase, and then you move to the next Dragon in Initative order.

Initiative: Action Order

During each phase, you need to determine the Initiative Order of the combatants. Simply put, the faster a combatant is, the faster they act.

There are two different methods you may want to use for Initiative Order, depending on how complex you like your rules and on situation. Regardless of which method you pick, be sure to work out Initiative at the start of the combat, and then barring any specific special abilities, the order will remain the same for the rest of the combat.

Default Option: Narrative based Initiative

This is the default option and is recommended by the game designer.

With this option, initiative order is determined by story. In almost any combat system, the fight starts when one or more characters makes an attack.

The attacking or active characters go first, then the other characters involved act.

Detailed Option: Numbers based Initiative

In some unusual circumstances its not clear who should go first. Fpr example, if in the midst of a hundred dragon sky battle, two enemies find their paths cross, both will seek to open with an attack, and in this case it becomes important to know who gets the jump on the other.

This is best resolved with a competed roll, with the roll depending on situation. For example, if a dragons emerge from a cloudbank to see his enemy in front of him, the test could be one of reaction speed, and be based on Sophis. On the other hand, if fighting beneath the canopy of the Heart Forest, and flightpaths are about to cross, the test could be one of aerboatics to get the right position to attack first, and be based on Soma.

If its unclear what test is needed, you can default to a Pneuma versu Pneuma roll.

If the result of the competed test is drawn, the GM can either rule that the attacks are simultaneous, or that the character that is the better fighter goes first. If its not clear who the better fighter is, then either randomise or err in favour of the player characters.


Phase One: The Tactical Movement Phase

During the Tactical Movement Phase we determine where the combatants are and where they are moving to. No actual fighting occurs in this phase, but smart tactical movement is often the key to success in a fight.

Tactical Positioning: Altitude and Distance

First, you need to know where the combatants are. Age of Dragons does not use miniatures or a battle-grid, so a descriptive system is used.

Stationary "Landmarks"

Landmarks are points of reference described by the GM in the set-up for the skirmish. An example landmark might be a mountain plateau, a cave entrance or the battlements of a castle. The GM should describe how far the Landmarks are from each other, using the descriptive Distance terms below. The rules denote any area not containing a Landmark as "Open Sky" or Open Ground.

Distance

Distance describes how far apart any combatant is, either from landmark or another combatant.

  • Zero Range indicates that the two objects have no space between them, for example when two dragons are locked in a deadly grapple.
  • Close quarters indicates that the dividing distance is short enough to see the colour of your enemies' eyes, and that melee combat can be engaged in. This can be anything from a yard to ten yards.
  • Middle distance indicates that you are close enough to trade insults and fling ranged attacks, but not close enough to engage in melee. A longbowman could cover this distance, but a man throwing knives could not. Dragonsbreath can engage at middle distance.
  • Long distance indicates that you can strike an enemy only with the longest ranged attacks, for example with war engines. It will still take some time to close with the enemy from this distance.
  • Disengaged indicates that you aren't really in combat with that target at all, and at best are an observer on the horizon. If combatants have all disengaged with each other, its time to put the Skirmish rules to one side and return to ordinary combat.



Altitude

During a battle, a dragon can be at various altitudes:

  • Grounded - A grounded dragon is one that is on the ground, usually because he has chosen to land. This is the default altitude for non-flying troops, of course.
  • Strafing low - This indicates that the dragon is sweeping low enough to swipe and bite at enemies on the ground, generally below the altitude of any trees or ground obstacles.
  • Normal altitude - This is the height at which dragons usually fly, high enough to be out of melee range from a target, but low enough that he can employ dragonsbreath and other ranged attacks. Conversely troops on the ground with decent missile weapons (such as longbows) can attack him as well.
  • Flying High - This indicates that the dragon is far above the ground, so much so that even the most talented archer cannot hit him and even his most potent dragonbreath will not strike those on the ground. Dragons will normally make long distance flights as this altitude.
  • Ceiling altitude - The dragon is flying as high as he can, where the air is thinner and he can even dive in and out of clouds. A dragon will normally use this height for a tactical advantage in aerial combat, as being higher gives him a better view of the aerial battlefield. This isn't a suitable height for long distance flying though, as the thin air makes flight more strenuous than at lower altitudes.

Another way of representing altitudes is numerically, with steps equivalent to 0, 0.5, 1, 2, 3.

Ranged attacks can generally go no further than 1 point of altitude difference, up or down. Note that because "Grounded", "Strafing Low" and "Standard Altitude" are designated 0, 0.5 and 1 Altitude respectively, it is possible to make a ranged attack from standard altitude to grounded, and vice versa.

Manoeuvres

During the Tactical Movement phase, a flying dragon can move one distance step, and also one altitude step. This is termed "standard aerial movement".

A flying dragon can also opt to make a "full aerial move". This allows him to move one additional distance step AND one additional altitude step, but he may take no other action this turn.

A grounded dragon, or one a non-flying combatant, cannot usually move at all with standard movement, in tactical terms. Though he might cover a dozen yards in the space of a round, this is not enough to change his effective tactical position. If he wishes he can make a "full ground move", in which case he can move a single distance step, but may take no other action for the rest of the round.

Exceptions are made for particularly fast ground troops, like cavalry, which can move a single distance step, but of course cannot change altitude.

Finally, it is possible to be "locked" in combat. Usually this will be because you are in close combat, and being grappled at zero range. In this case, you cannot make tactical movement until you cease to be locked (for example by breaking out of a grapple).


Phase Two: The Battle Phase



Defence is Optional

For all the following battle phase actions, keep in mind that defending is always optional. A combatant can choose not to roll defence, instead scoring an automatic zero successes.

Melee Attacks

Melee attacks can be made against enemies at close quarters, who are at the same altitude.

Making a melee attack is a Soma check.

The TN of this check is usually 4+, but this can be changed by certain circumstances and combat techniques.

The target of the attack then makes a Soma check to defend himself. Again, the TN of this check is usually 4+, but this can be changed by certain circumstances and combat techniques.

If the attacker scores more successes than the defender, then a melee hit is scored. Proceed then to the damage step (see dealing damage below).

Ranged Attacks

A ranged attack can be made from middle distance or closer, and from up to 1 altitude step of difference.

A ranged attack is made exactly as a melee attack is, except that different combat techniques will be applicable. Also, making a ranged attack requires the Dragon to have a ranegd weapon of some sort, or a ranged spell.

Making a ranged attack is a Soma check.

Special Attacks

Dragons can make Special Attacks when they are trying to attack in a way other than to just hit and damage the opponent.

Most special attacks add to the TN of an attack roll, usually by +1 or +2.

Some examples of special melee attacks are given here:

  • Grappling is a special melee attack at +1 TN.

Like an ordinary melee attack, it can only be made against enemies at close quarters, who are at the same altitude.

If you hit with a grapple attack, you deal no damage but the range between you and your target is instantly reduced to Zero Range. This takes place outside of the usual sequence for tactical movement. A grapple attack deals no damage.

Also, both the attacker and the target become locked.

A locked combatant is limited in his movement (see Tactical Movement above) and will likely be unable to fly properly and may crash (see Falling from the Sky below).

Locked dragons can still make melee attacks as normal, though only against combatants that they are grappling with. Attacking a locked dragon from outside the grapple is at +1 TN (as it is hard to find an opening), but defending against outside attacks while locked is also at +1 TN (as it is hard to concentrate on defending yourself). Any area effect attacks that attack a locked combatant automatically target both locked combatants.

  • Breaking Out of a Grapple is a special melee attack at +1 TN.

Obviously, you can only attempt ot break out of a grapple when you have been locked by a grapple.

This is treated in the same way as a melee "attack" (Soma test to hit) and is defended against in the same way (Soma test).

If you "hit" with this attack, then the range between you and your target is instantly increased to Close Quarters. This takes place outside of the usual sequence for tactical movement. Breaking out of a grapple deals no damage.

Obviously, breaking out of a grapple also means that you cease to be locked.

If multiple combatants are in the same grapple, then the "break out" attack is defended against by each and every enemy combatant in the grapple, and the attack successes compared to each defending grappler separately. Only those that are "hit" by the break out attack are removed from the grapple, with the range for those combatants increased to close quarters from the grapple. If the active "breaking out" combatant doesn't beat all his grapplers, then he still remains locked himself.

This is important, as it means that if you are trying to break out of a grapple from multiple enemies, it is possible you will shake off some but not all of your grapplers.

Don't forget that a combatant may always opt to not defend against any attack, including breaking out of a grapple. However also note that if the "break out" roll scores no successes, then the break-out is not considered to have hit - that is, even if both combatants want to get out of a grapple, that doesn't necessarily mean that will happen!

  • A Called Shot is a special melee attack at +1, +2 or +3 TN.

A Called Shot represents going for a particular injury on the target. Aiming for a a wing or the torso is at +1 TN. Aiming for limbs is at +2 TN. Aiming for the neck, head or tail is at +3 TN.

The main advantage of making a Called Shot is to bypass armour or special defences by targeting an area of the body that doesn't have these defences. Additionally, a successful (damage dealing) called shot on certain locations has additional special effects.

Wing - The target is impaired in flying ability. He is at -1 to all Soma rolls that involve airborne movement until the end of his next action. This includes flying melee attack and defence rolls, though not melee attacks while in a grapple, and not ranged attacks.

Torso - No additional special effect.

Forelimb - The target will be disarmed of a weapon on that forelimb.

Hindlimb - The target will be disarmed of a weapon on that hindlimb. Additionally, his ground movement is impaired. He is at -1 to all Soma rolls that involve ground movement until the end of his next action. This includes grounded melee attack and defence rolls, though not melee attacks while in a grapple, and not ranged attacks.

Neck - Triple your Soma when rolling for damage from this attack.

Head - The target is concussed and is at +1 TN to all dice rolls till the end of his next action. Also, double your Soma when rolling for damage from this attack.

Tail - The target will be disarmed of a weapon on that hindlimb, and cannot use that tail to attack on his next action. Additionally, his flying movement is thrown off balance. He is at -1 to all Soma rolls that involve airborne movement until the end of his next action. This includes flying melee attack and defence rolls, though not melee attacks while in a grapple, and not ranged attacks.

Note that some Combat Techniques are described as targeting particular locations. These Techniques do not use the Called Shot rules, and instead use their own rules as described.

  • A Non-claw Attack is a special melee attack at +1 or -1 TN.

It is assumed that in melee battle a Dragon normally uses his forelimb and hindlimb claws. This represents the standard attack

At +1 TN a Dragon can opt to bite instead. A bite attack has -1 TN on the damage roll if it hits.

At -1 TN a Dragon can opt to slash with his wings or his tail. A wing or tail attack has +2 TN on the damage roll if it hits.

A Dragon can also use weapons. The effects of using weapons are described in the WEAPONS chapter.

Non-attack Battle Actions

In addition to making the above actions, the Battle Phase can be used to take other actions, so long as they are not related to tactical movement.

What these actions are will depend on circumstance - for example, a dragon might spend a Battle Action trying to smash in a castle gate, or to try to intimidate the soldiers below into fleeing.

Many Lifepaths will offer additional actions that can be taken in battle, for example casting spells or employing draconic powers. These are generally activated as Non-attack Battle Actions.

Damage and Health states

A dragon who hits his target with a damaging attack (e.g. a claw-strike or a bite) then makes a damage check.

Damage checks are Soma checks, but gain a bonus number of dice equal to the number of successes the attacker scored over and above the defender's successes.

The TN of the damage roll is usually 4+. Some potent weapons and attacks may have lower TNs, and some weaker weapons and attacks a higher TN.

The target can then make a Soma check to compete directly against this roll. The TN of the "toughness" roll is usually 4+. Some circumstances and equipment (armour in particular) can change the TN of this roll.

More successes on the damage check results in more injury. One success = Level 1 Injury, Two successes = Level 2 Injury, Three successes = Level 3 Injury, etc.

If there are zero successes on the damage check, then no damage is dealt.

Injury and Death

An injury of level lower than your Soma is deemed a Light Injury. If you receive any further Light Injuries, they are automatically upgraded to a Heavy Injury.

An injury of level equal to your Soma is deemed a Heavy Injury. If you are heavily injured you receive inflicts a cumulative +1 TN to all Soma checks. Also, if you receive any further Light Injuries or Heavy Injuries, they are automatically upgraded to a Critical Injury.

An injury of level greater to your Soma is deemed a Critical Injury. With this level of injury you automatically roll 0 successes on any Soma based check, and you are at risk of dying. Depending on the nature of the injury you may have minutes or hours to live, but certainly no more than that. Magical healing or intensive care is probably your only hope of surviving at this stage. If you receive any further injuries, you are killed outright.

An injury of level greater than twice your Soma results in Death.


Phase Three: The End Phase



Ending the Round

Once each combatant has acted for the round, the GM runs through end-of-round effects. These are mostly triggered by various special effects and resolved on an ad hoc basis, but might include the following:

Falling out of the Sky

After all combatants have taken their actions, aerial combatants that are unable to fly properly will start to "fall out of the sky". There are three circumstances when this will usually occur:

  • The combatant is pinned.
  • The combatant is severely injured
  • The combatant chooses to fall.

The third option is avaialable to any and all aerial combatants, and can be a good way to change altitude without having to use tactical movement.

Falling dragons lose 1 level of altitude, for example moving from ceiling altitude to flying high.

A dragon who is reduced to grounded altitude in this way is deemed to have made a forced landing, and immediately receives a Light Injury. On particularly hard or dangerous ground a GM could deem that the injury is greater (for example, a Heavy Injury for bare rock, a Critical Injury for jagged spikes of stone, and Death for a lake of lava).