Age Of Dragons: Skirmish Combat Summary Sheet: Difference between revisions
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* The combatant is ''dying'' | * The combatant is ''dying'' | ||
* The combatant has lost the ability to fly - e.g. from having his wings torn off | * The combatant has lost the ability to fly - e.g. from having his wings torn off | ||
* You choose to fall. | |||
Then lose 1 level of altitude at the end of your turn---- | Then lose 1 level of altitude at the end of your turn | ||
---- | |||
[[Category:Age_of_Dragons]] | [[Category:Age_of_Dragons]] |
Revision as of 15:35, 29 December 2008
Age Of Dragons: Main Page -> Combat and Conflict-->Skirmish Combat -> Skirmish Combat Summary Sheet
Initiative: Action Order
- Active character goes first.
- If unclear, decide with competed roll (normally Soma vs Soma)
Determine and Roll Dice Pool
- Character whose turn it is chooses which dice pool to roll.
- He can choose to activate two pools in a single turn, but would roll only the lower pool.
Reroll Step
- Activate any Reroll effects.
Spotting Step
- Activate any Spotting effects.
- Spot one 5+ Soma dice: Alter Tactical Range (flying)
- Spot one 5+ Soma dice: Gain Altitude
- Spot one 5+ Soma dice: Lose Altitude
- Spot two 5+ Soma dice: Take Off
- Spot two 6+ Soma dice:: Alter Tactical Range (grounded)
- Spot one 5+ Soma Dice: Evade
- Spot one 5+ effect: Focus
Expend Step
- Activate any Expend effects.
- Expend 4+ Soma dice: Tooth and Claw for 1 point of damage.
- Expend 4+ Soma dice: Ranged for 1 point of damage.
- Expend three 5+ Soma dice: Grapple.
- Expend three 5+ Soma dice: throw off a Grapple.
Distances and Altitudes
- Zero Range - Grappling.
- Close quarters - Melee.
- Middle distance - Melee or Ranged.
- Long distance - Out of range, normally.
- Disengaged
- Grounded - On the ground. (Altitude 0)
- Strafing low - Melee vs ground possible. (Altitude 0.5)
- Normal altitude - Ranged vs ground only. (Altitude 1)
- Flying High - Out of range of ground. (Altitude 2)
- Ceiling altitude - Max height. (Altitude 3)
Reflexive Actions
- Defend Spend points of Physical Defence. Each point spent negating the effect of one dice expended. This can reduce or fully negate a physical attack.
- At the start of your turn, if current Physical Defence is less than your Passive Physical Defence, then it immediately increases to that value.
- Bodyguarding defends allies instead of yourself. Costs TWO points Physical Defence per dice negated.
Damage and Health states
- If Physical Resilience to 0 or less, incapacitated.
- Incapacitated character cannot act in combat, and cannot use any effects that require spotting or expending dice. He cannot fly, and will fall from the sky.
- A character reduced to a negative value equal to his Soma is killed.
Falling out of the Sky
If:
- The combatant is locked.
- The combatant is dying
- The combatant has lost the ability to fly - e.g. from having his wings torn off
- You choose to fall.
Then lose 1 level of altitude at the end of your turn