Age Of Dragons: Skirmish Combat

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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.
  • 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 Phase is completed before you move onto the next one. That is, all combatants complete Tactical Movement, and then all combatants engage in Battle, then all combatants resolve the End phase.

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 three different methods you may want to use for Initiative Order, depending on how complex you like your rules. Regardless of which method you pick, be sure to work out Initiative at the start of the combat, and then barring any change in the base calculation (for example, Pneuma score being reduced) the order will remain the same for the rest of the combat.

Default Option: Descending Initiative

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

A combatant with the highest Pneuma score declares and resolves his action first in a phase, and then Initiative passes down in order of descending Pneuma scores.

In the case of equal Pneuma scores, the characters make a competed Pneuma Check to see who is faster, rerolling draws till one is higher. This is usually TN6+, though certain specific special powers can change this.

Example:
A Sable, Argent and Hunter dragon are all in the same combat and all have Pneuma 4. To determine who acts first they make a Pneuma Check (TN6+). The Sable scores 2 successes, and the Argent and Hunter gain 1 success each. As they drew, the Argent and Hunter roll again, and this time the Hunter gets 3 successes, and the Argent 0 successes. The Initiative Order for the combat is Sable, then Hunter, then Argent.

Alternative Option: Reverse Declaration

This is the same as the default option, but instead of declaring actions and resolving them immediately, all combatants first declare their actions in reverse (ascending) order of initiative and then resolve them in normal descending order.

This system ensures that slower combatants do not get an information advantage over faster ones, but has the downside that combats will take slightly longer and more book-keeping is involved.

With this system, if an action becomes invalid or redundant by the time it is resolved (for example, attacking a dragon that is dead by the time it reaches your turn) then the action is aborted, and the acting dragon loses that action.

Alternative Option: Secret Declaration

With this option, all combatants secretly write down their declared actions, and they are revealed as they are resolved.

This system obviously involves a lot more work on the part of players and GM, but has eliminates information advantage altogether and makes for a more frantic and realistic skirmish system. GMs should consider using this option if they want to focus a game session on skirmish battles, as the increase in dramatic tension and gamist fun becomes worth the loss of speed in the game system.

With this system, there is no need to determine who is faster when two combatants have equal Pneuma - instead combatants of equal pneuma resolve their actions simultaneously.

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 or two to half a hundred 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 missile spells or 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.
  • Flying 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.
  • Mid-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 great height for ling 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 altitude increment, up or down, with the exception that mid-altitude can target grounded enemies, 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 "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).

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 varies according to the dragons skills. For example, a dragon that has Expert Tooth and Claw Skill would use a TN of 4+.

The target of the attack then makes a Soma check to defend himself. The skill Tooth and Claw can be used to defend, as can the skill Aerobatics.

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

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.

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 skills will be used to attack and defend.

The usual attack skill used for dragons is Dragonsbreath and the usual defence skill is Aerobatics.

Skills that can be used as attack and defence skills are noted to be so in their descriptions (see Lifepaths).

Note that all dragons can use dragonsbreath as an inherent natural ability. Using dragonsbreath is a ranged attack, using the Dragonsbreath skill to attack, with a damage TN of 5+. Each use of dragonsbreath expends 1 Magic Point.

Grapple Attacks

Grappling is a special melee attack, which uses the Tooth and Claw skill to attack, and can be defended against with any skill that can normally defend against melee attacks (e.g. Tooth and Claw or Aerobatics).

It can 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.

Also, both the attacker and the target become pinned.

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).

Grappling dragons can still make melee attacks as normal, though only against combatants that they are grappling with.

Breaking out of a Grapple

This is a special melee attack that can only be used when grappled. 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).

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.

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.

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!

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 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.

Note also that the TN can be modified by "killer blows" as above.

For each success on the damage check, deal 1 Life Point of damage to the target.

Severe injury and Death

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).

A combatant who has received more wounds than his total Life Points has been killed.

Phase Three: The End Phase

End Phase Actions

Few actions can be taken in the End Phase, though some breeds and lifepaths give optional actions that can be used at this time.

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:

  • 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 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.

Additional Combat Options

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.

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.

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 2.

Condition Penalties