Flamepunk: Combat and Conflict

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Flamepunk:Main Page -> Flamepunk: Combat and Conflict


Overview of Combat and Conflict

This section describes the rules for physical combat.

Initiative and Combat Rounds

Time and Combat

A combat round lasts two to three seconds, during which each character may choose to take one or more actions.

This is something of an abstraction for the sake of gameplay, and a rough guideline rather than an absolute. In an epeeist's fencing match, for example, 2-3 seconds is a damn long time, whereas in a boxing match it's barely anything. GMs and players are encouraged to be a little flexible with how the combat round is perceived.

Order of Action

The following rules are used for determining initiative:

  • Actions are declared then immediately resolved when it is a character's turn.
  • The character with the most dice left in his action dice pool acts next.
  • If action dice pools are drawn, then players act before non player characters.
  • If players are drawn in action dice pool, then they can decide who goes first.
  • If the above factors do not tell you who goes next, the GM arbitrarily decides, taking into account drama and expediency.

A character can choose not to act when his turn comes round by "setting aside" one or more dice. These set aside dice cannot be used for the rest of the round, but are returned to the player's dice pool at the end of the round.

Example:

The brawl in the Obsidian Mines involves two player characters ("Jax the Anvil" and "Lucia Candlewhisper"), and two non player characters (Brawler Thug 1, and Brawler Thug 2). At the start of the combat round Jax and Lucia have 6 dice in their action pool and the thugs have 4 each.

Jax goes first, declaring and immediately resolving a 2 dice action (thus reducing his pool to 4 dice). Lucia goes next, and declares a 4 dice action, immediately resolving it (thus reducing her pool to 2 dice).

Next up Jax and the Thugs are drawn at 4 dice left. Jax is a player, so he goes first. However, he wants to see how things are going to pan out, so he declares that he will "set aside" 1 dice, reducing his action dice pool to 3.

The Thugs then act, making 4 dice actions each (they ain't subtle) which bottoms out their dice pools at 0 dice.

Jax has 3 dice left and flings them all into a 3 dice action, bottoming out his dice pool to 0 dice.

Finally, Lucia still has 2 dice left, but decides she has done enough this round. She sets aside the 2 dice, reducing her action dice pool to zero, but effectively saving those 2 dice for the next round.

Ending the Round

Once all characters in the combat have no dice left in their action pool, the round ends.

Each character moves all set aside dice back into their action dice pool, then recharges a number of action dice equal to half their Focus rounded up.

For player characters this will generally be three action dice.

A player's action dice pool cannot exceed their Focus from this.

Attack Rolls, Defences, Damage

The system for taking actions in combat is the same as in the basic rules with a few variations.

Attack Rolls

An attack roll in combat will vary in Hit Target according to what sort of attack is being made, and the level of training of the attacker.

A basic unarmed attack made by an untrained attacker has a hit target of 5 or 6.

For other attacks, consult the appropriate trait sections: ((links here)).

Defences

Defence applies after the action roll, just as in the basic rules.

A basic dodge made by an untrained combatant is a reflexive action that costs 1 dice, and has the effect of removing 1 dice from the attackers rolled dice pool.

For other defences, consult the appropriate trait sections: ((links here)).

Some trait and equipment abilities also affect the defence step with their own special rules.


Damage

Damage is usually equal to the success level of the attack roll.

Other factors may apply:

  • Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effect will be "if this attack hits, add +X to the damage", but there are many different special effects depending on the attack.
  • Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be "when an attack hits you, deduct X from the damage dealt, to a minimum of 0 damage dealt", but there are numerous different special effects with different abilities and equipment.

Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances.

For a more detailed look at physical damage and optional rules for more complex and gritty trauma rules, click here

Tactical Positioning

The Narrative Approach

Flamepunk games don't lend themselves too well to grid-based combat, as battle scenes will often be in dramatic (and difficult to model) terrain, with scenes changing fast and often. Its recommended that GMs and players adopt a narrative approach to tactical positioning, working with whatever suits the story.

Changing tactical positioning is best handled with a simple action roll, for example rolling to swing on a chain to get away, or running in to close the distance on an enemy.

Those who want more structure might consider the rules below.

Movement and Range

  • Melee Range is right up close and personal, so much so that you can spit in someone's face, or try to shiv them with a knife.
  • Short Range is the other side of the room. You can throw stuff at them, but if you want to smack them with a crowbar you'll need to close the distance a little.
  • Medium Range is the bottom of the street. It'll take you at least two actions to close in with them. Making ranged attacks is ok for weapons designed for ranged attacks, but improvised thrown weapons are probably too inaccurate at this distance.
  • Long Range is way over there, on the far side of the field. A crossbow bolt could cover the distance, though you'd need to be damn good to pull off a hit with anything less than a carefully aimed shot with no distractions.
  • Distant is too far to fight, but close enough to see.
  • Gone is gone. You're not even in the same battle.

It takes a single successful action to move one step distance relative to someone. The Hit Target of this check is usually the default (4, 5 or 5), and the Defence of this check depends on the circumstances (for example a clear road has no defence, while a rubble strewn ruin might count as taking off two of your rolled dice).



System Permutations

Aiming

No Stacking Defences

Damage Special Effects

Fighting to Subdue

Non-injuring attacks