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

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[[Age Of Dragons: Main Page]] -> [[Age_Of_Dragons:_Combat_And_Conflict|Combat and Conflict]]-->[[Age_Of Dragons: Skirmish Combat|Skirmish Combat]]
 
  
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=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==
 
 
Each round, 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 Soma versus Soma 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 small enough for 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 any other 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'').
 
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==Phase Two: The Battle Phase==
 
===Defence is Optional===
 
 
Against any attack, any character can opt to voluntarily reduce his ''defence'' to zero.
 
 
 
===Melee Attacks===
 
 
Melee attacks can only be made against enemies at close quarters and who are at the same altitude.
 
 
Making a melee attack is a ''Soma'' check.
 
 
The ''TN'' of this check is equal to the target's '''Physical Defence'''.
 
 
If the attacker's ''test result'' is higher than the defender's ''physical defence'', then a melee hit is scored.
 
 
Damage dealt is equal to the test result, minus the physical defence.
 
 
''For example, if an attacker scores 20 on his attack roll against a physical defence of 15, then he deals 5 points of damage.''
 
 
Damage is dealt 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.
 
 
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 ranged weapon of some sort, or a ranged spell.
 
 
 
===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 in multiples of +3.
 
 
Some examples of special melee attacks are given here:
 
 
 
* '''Grappling''' is a special melee attack at +3 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. Dragons outside the grapple can attack ''locked'' dragons as normal. 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 +3 TN.
 
 
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 vs. Physical Defence).
 
 
If you "hit" with this attack deal no damage, but increase the range between you and your target to ''Close Quarters''. This takes place outside of the usual sequence for tactical movement.  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 test result compared to each defending grappler's ''Physical Defence'' 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.
 
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* '''A Called Shot''' is a special melee attack at +3, +6 or +9 TN.
 
 
A Called Shot represents going for a particular injury on the target. Aiming for a a wing or the torso is at +3 TN. Aiming for limbs or the tail is at +6 TN. Aiming for the neck or head is at +9 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'' (+3 TN) - If you hit, and roll at least one "six", you maul the target's wing - the target can no longer fly. If you hit, and roll two or more "sixes", you rip out the target's wing - not only can he not fly, but the damage cannot be healed naturally.
 
 
''Torso'' (+3 TN) - No additional special effect.
 
 
''Limb'' (+6 TN) - If you hit, and roll at least one "six", you maul the target forelimb or hindlimb - the target can no longer attack with this claw or with any weapon on this limb. If all limbs are injured in this way, the target can no longer make claw attacks at all. If you hit, and roll two or more "sixes", you rip off the target's limb - in addition to suffering the above effect, the damage cannot be healed naturally and the targets ground mobility is diminished.
 
 
''Tail'' (+6 TN) - If you hit, and roll at least one "six", you maul the tail - the target can no longer attack with his tail or with any weapon on his tail. If you hit, and roll two or more "sixes", you rip off the target's tail - in addition to suffering the above effect, the damage cannot be healed naturally.
 
 
''Neck'' (+9 TN) - A damaging attack against this location does +9 damage. If you hit, and roll two or more "sixes", you rip off the target's head and kill him instantly. This is a favourite "finishing move" amongst duelling dragons.
 
 
''Head'' (+9 TN) - A damaging attack against this location does +6 damage. If you hit, and roll one or more "sixes", the target is stunned and each round for the rest of the encounter the target has a 1 in 3 chance of not being able to act that round. If you hit, and roll two or more "sixes", you demolish the target's head and kill him instantly.
 
 
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* '''A Non-claw Attack''' is a special melee attack at +3 or -3 TN.
 
 
It is assumed that in melee battle a Dragon normally uses his forelimb and hindlimb claws. This represents the standard melee attack.
 
 
At +3 TN a Dragon can opt to bite instead. A bite attack adds +6 to damage if it hits.
 
 
At -3 TN a Dragon can opt to slash with his wings or his tail. A wing or tail attack deals -6 damage if it hits.
 
 
A Dragon can also use weapons. The effects of using weapons are described in the WEAPONS chapter.
 
 
Non-claw attacks can be combined with called shots. For example, a bite attack to the neck would be at +12 TN (but would deal +15 damage if it were to hit).
 
 
===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'' (for most attacks) or ''Pneuma checks'' (for magical attacks), 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. This is called a '''"Resist Injury Check"''' and at default is TN 4+.
 
 
Some circumstances (injury in particular) can change the TN of this roll.
 
 
More successes on the damage check results in more injury.
 
 
* One success = Light Injury
 
* Two successes = Heavy Injury
 
* Three successes = Critical Injury
 
* Four or more successes = Mortal Injury
 
 
If there are zero successes on the damage check, then no damage is dealt.
 
 
 
===Injury and Death===
 
 
There are five health states: ''Uninjured, Lightly injured, Heavily injured, Critically injured'' and ''Mortally injured''.
 
 
A '''Light Injury''' represents superficial wounds, bruises and scratches. If you are lightly injured, you are at +1 TN to all future dice rolls (including ''Resist Injury'' checks).
 
 
A '''Heavy Injury''' represents deep flesh wounds, heavy bleeding injuries, small bone breaks and moderate visceral damage. If you are heavily injured, you are at +2 TN to all future dice rolls (including ''Resist Injury'' checks).
 
 
A '''Critical Injury''' represents massive wounds, large volume blood loss, major bone fractures and significant visceral damage. If you are critically injured, you are at +3 TN to all future dice rolls (including ''Resist Injury'' checks).
 
 
A '''Mortal Injury''' indicates that you are dying from your injuries. If you are mortally injured, you automatically fail all future dice rolls. Your wounds are such that they cannot be survived: you will die from them barring the intervention of the most powerful magics. How long it takes for you to die depends on the sorts of injuries you have received - it could be seconds, or it could be up to a few days. Regardless, you cannot function at all (save perhaps for saying a few dying words).
 
 
Note that the highest level of injury so far that you have received is what is applied. For example, if you have received a heavy injury and a critical injury, you count as being critically injured. Also injury is not cumulative - if you receive one, two or even twenty light injuries, you are still only lightly injured.
 
 
The above damage track applies only to ''Dragons''. Humans and other creatures may use a slightly modified damage track.
 
 
Note that the non-cumulative nature of the damage track means that weaker creatures (such as humans and elves) have a very hard time injuring stronger ones (such as dragons), and will often have to resort to neck strikes and the like to get a kill. This is an intentional feature of the game design - dragons really can contemptuously weather storms of arrow fire and sword blows without worrying that a lucky hit will spell their doom.
 
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==Phase Three: The End Phase==
 
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===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:
 
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===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).
 
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[[Category:Age_of_Dragons]]
 

Latest revision as of 07:05, 8 April 2009