Age Of Dragons: Skirmish Combat Summary Sheet
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.
Expend Step
- Activate any Expend effects.
Distances and Altitudes
- Zero Range - Grappling.
- Close quarters - Melee.
- Middle distance - Melee or Ranged.
- Long distance - Out of range, normally.
- Disengaged
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
Tactical movement is slightly abstracted in the Age of Dragons skirmish system - as most combat is aerial, a skirmish will usually be a highly dynamic affair, with dragons circling around each other, pulling off aerobatic stunts and quick moves in order to try to gain a positional advantage or to set the range as they choose. Don't forget that by their nature dragons are many time more agile and quick thinking than humans, and a dragon in flight during combat can move with a speed and grace that a human onlooker would find hard to believe.
Instead of moving a fixed distance in skirmish combat, dragons instead must work within the situation, accounting for enemy attacks, windspeed, obstacles, their own vulnerable flanks and much more. When a dragon is particularly in command of a combat, they can fly circles around their enemies, but when the momentum of battle is against them, they can be hard pushed to even maintain their defences, let alone try to improve their position.
During the Spotting Step, a flying dragon can activate certain effects to change or better their position. This is termed "manoeuvring". The following manoeuvres are available to any flying combatant:
- Manoeuvre effect (flying): Alter Tactical Range
To activate this Manoeuvre, the Dragon must spot two 5+ Soma dice. When activated, the dragon can move by one range step, for example from close quarters to middle distance or vice versa. This can be activated multiple times, for each spot you make.
An important exception on the Alter Tactical Range manoeuvre is that it may not be used to move from close quarters to zero range, or vice versa. For this, see grappling below.
- Manoeuvre effect (flying): Gain Altitude
To activate this Manoeuvre, the Dragon must spot two 5+ Soma dice. When activated, the dragon gains one level of altitude, for example from normal altitude to flying high. This can be activated multiple times, for each spot you make.
- Manoeuvre effect (flying): Lose Altitude
To activate this Manoeuvre, the Dragon must spot one 5+ Soma dice. When activated, the dragon loses one level of altitude, for example from flying high to normal altitude. This can be activated multiple times, for each spot you make. If this reduces him to zero altitude, then he is considered to be no longer flying.
The following manoeuvres are available to grounded combatants:
- Manoeuvre effect (ground): Take Off
To activate this Manoeuvre, the Dragon must spot two 5+ Soma dice. When activated, the dragon gains one level of altitude, that is from grounded to strafing low.
- Manoeuvre effect (ground): Alter Tactical Range
To activate this Manoeuvre, the Dragon must spot two 6+ Soma dice. When activated, the dragon can move by one range step, for example from close quarters to middle distance or vice versa. This can be activated multiple times, for each spot you make.
An important exception on the Alter Tactical Range manoeuvre is that it may not be used to move from close quarters to zero range, or vice versa. For this, see grappling below.
Strategies
In addition to tactical movement manoeuvres, it is possible to use the spotting step to achieve various strategies. Strategies are not dependent on whether you are flying or not:
- Strategy effect: Evade
To activate this Strategy, the Dragon must spot 5+ on Soma dice. For each dice spotted in this way the dragon gains +1 Physical Defence. These points must be spent by the start of his next turn, or they are lost.
- Strategy effect: Focus
To activate this Strategy, the Dragon must spot 5+ on Soma dice. For each dice spotted in this way the dragon deducts -1 Physical Defence from one enemy. The target must be at close quarters and who are at the same altitude. Also, this cannot reduce Physical Defence below 0.
Expend Step: Actions
During the expend step, the dragon can take actions by expending dice.
Tooth and Claw Attack
Tooth and Claw attacks can only be made against enemies at close quarters and who are at the same altitude. Making a Tooth and Claw Attack is a standard action.
Making a tooth and claw attack requires a dragon to expend 4+ dice on a Soma check.
For each dice expended in this way, deal 1 point of damage to the target's physical resilience.
Ranged Attacks
A Ranged Attack can be made from middle distance or closer, and from up to 1 altitude step of difference. Making a Ranged Attack is a standard action.
Also, making a ranged attack requires the character to have a ranged weapon of some sort, or a ranged spell.
Making a ranged attack requires a dragon to expend 4+ dice on a Soma check.
For each dice expended in this way, deal 1 point of damage to the target's physical resilience.
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 actions require expending of dice, often of 5+ or hgher.
Some examples of special melee attacks are given here:
Grappling
Grappling is a standard action.
A grappling attack can only be made against an enemy at close quarters and who are at the same altitude.
Making a Grapple attack requires a dragon to expend one 5+ Soma dice. Against much smaller targets (for example a dragon grappling a human) the cost is reduced to expend one 4+ Soma dice
Doing this deals 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.
Also, both the attacker and the target become locked.
A locked combatant may not spot dice. That is, on his turn he cannot activate any effects that require dice to be spotted.
Also, a locked combatant and will likely be unable to fly properly and may crash (see Falling from the Sky below).
Locked dragons can still make attacks and defend themselves as normal, but any melee attacks they make can only be against combatants that they are grappling with. Dragons outside the grapple can melee attack locked dragons as normal. Any area effect attacks that attack a locked combatant automatically target both locked combatants.
Throwing off a Grapple
Throwing off a Grapple is a standard action.
You can only attempt to throw off a grapple if at the start of your turn you were locked by a grapple.
Throwing off a grapple requires a dragon to expend three 6+ dice on a Soma check. Against much smaller targets (for example a dragon grappling a human) the cost is reduced to a single 4+ dice on a Soma check.
Doing this deals no damage but the range between you and your target is instantly increased from Zero Range back to Close Quarters. This takes place outside of the usual sequence for tactical movement. Also, both dragons are no longer considered to be locked. Finally, the character who was thrown off by the active combatant is thrownn off balance, and will take a -3 dice internal penalty to soma dice pools till the start of the active combatant's next turn.
If multiple combatants are in the same grapple, then the "throw off" action omly throws off a single enemy combatant. Only that combatant is removed from the grapple, with the range for that combatant 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.
Other Battle Actions
In addition to making the above actions, the Expend Step can be used to take other actions. See the Basic Game Systems to see what srt of things can be attenpted.
What these actions are will depend on circumstance - for example, a dragon might take a standard action trying to smash in a castle gate, or to try to intimidate the soldiers below into fleeing.
The call on what dice are needed will be up to the GM, but he can use the basic game system as guidelines to this.
Don't forget that to take mental actions the character must have declared that he was rolling his Sophis dice pool, and for spellcasting or social effects the character must have declared that he was rolling his Pneuma dice pool.
Reflexive Actions
Reflexive Actions are never taken during your own turn, but used at a certain place during other character's turns. Lifepath powers and skills will give access to additional reflexive actions, but all characters have access to the Physical Defence option:
Physical Defence
The Defend reflexive action allows a dragon to dodge and parry physical attacks coming his way.
The Trigger Condition for Defend is that the character must be about to be struck by an attack or effect that would either grapple him or damage his physical resilience.
The defending character can reflexively spend points of Physical Defence, with each point spent negating the effect of one dice expended. This can reduce or fully negate a physical attack.
Note that by default characters do not usually have any points of physical defence. It is therefore usually very important to use the Strategy: Evade during your spotting step to ensure that you have at least some defence.
Passive Physical Defence
Passive Physical Defence is gained via certain skills and powers, as detailed in the Lifepath sections.
At the start of your turn, if a character's current Physical Defence is less than his Passive Physical Defence, then it immediately increases to that value. Also, at the start of a combat, before he has taken his first action, a character automatically has Physical Defence equal to his Passive Physical Defence.
Bodyguarding
Bodyguarding is a special sort of physical defence, where you defend your allies instead of yourself.
The Trigger Condition for Bodyguard is that an ally must be about to be struck by an attack or effect that would wither grapple him or damage his physical resilience.
The bodyguarding character can reflexively spend points of Physical Defence, with each TWO points spent negating the effect of one dice expended. This can reduce or fully negate a physical attack.
Damage and Health states
A dragon who hits his target with a physically damaging attack (be it a claw-strike, a sword strike, a thrown rock or anything else) directly deducts damage inflicted from the target's Physical Resilience.
If this reduces the targets Physical Resilience to 0 or less, the target is considered to be incapacitated.
A 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 (see below) if airborne.
Even at 0 Physical Resilience, the character can still continue to take damage, taking him into negative values.
A characacter reduced to a negative value equal to his Soma is killed. For example, if he has a Soma of 9, then he would be killed at -9 Physical Resilience.
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 locked.
- The combatant is dying
- The combatant has lost the ability to fly - e.g. from having his wings torn off
Falling dragons lose 1 level of altitude at the end of their turn, for example moving from ceiling altitude to flying high.
In the case of locked combatants, the falling takes place at the end of the turn of the dragon who first initiated the grapple. Falling does not take place at the end of other locked combatant's turns.
A dragon who is reduced to grounded altitude in this way is deemed to have made a forced landing, and immediately receives X damage to his Physical Resilience, where X is three times the number of rounds (including this one) that he has been falling. His Physical Defence does not and cannot reduce this damage. On particularly hard or dangerous ground a GM could deem that the injury is greater (for example, +1 for bare rock, +2 for jagged sharp rocks, and +3 for a sharpened steel spikes).
Weapons, Armour and Other Complications
Not all battles are simply fought with tooth and claw tearing into unarmoured flesh. Draons are not mere beasts, and have a variety of weapons of war, protective armours and mighty sorceries that can give a vital edge in combat. Likewise, the opponents of dragons - be they humans, kraken, wyvern or demons - will often use equipment and powers of their own.
Weapons
Weapons can have various effects on combat, but generally they allow a character to be more effective in damage dealing. Individual weapon effects are described in the Arms and Armaments chapter.
For example, the Irontalons commonly used by draconic warmasters allow you to spot 4s on Soma dice to reduce a melee target's Physical Defence by 1 for each dice spotted.
Armours
Armours also have varied effects, but generally they allow a character to be more resilient against damage. Individual armour effects are described in the Arms and Armaments chapter.
For example, Draconic Chain Swathing provides a level of ablative protection, providing you with 5 points of Physical Defence that you gain as soon as you don it which can be spent as normal in combat.
Magics
Spellcasting in general is a careful and time consuming processs, unsuitable for use in the tension of skirmish combat. However some spells and suspires will have the Battle Magic tag. These spells can be cast within combat.
Casting spells usually requires expending dice from a Pneuma dice pool, and sometimes there is often also a cost in Arcane Energy.