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Revised Hand-to-Hand Combat Rules

Posted By SCSPIEKER on Apr. 26, 2004, 10:48AM

Combat Resolution: Each combatant gets 1 die for themselves + 1 die per opponent as normal.
Roll Initiative in the standard format.
Defender Assigns dice attack and defence dice normally. Attacker Assigns dice attack and defence dice normally.

The following procedure is then followed to resolve combat:

  • Each attacker rolls their own dice seperately and selects a specific target. Obviously, only the targeted figurine is eligable to parry attacks against himself.
  • The attacker determines required die roll value based on their current wound level:
    Wound Level Min. Roll to Hit
    None2+
    Light3+
    Serious4+
    Critical5+
    The attacker rolls 1D6 per attack. All rolls that are not failures are then added to their ATT. Subtract all situational modifiers affecting the attacker (stun, charged, spell & miracle effects, etc.) to arrive at an attack value result.
  • Defender chooses which attacks he will attempt to parry and then rolls 1D6 against the wound/to-hit table. All successful hit results + DEF - situational modifiers
    If the defense value result exceeds the attack value result, then attack has been parried and no damage roll will be made.
  • Roll damage in the normal manner.
The only change in this combat system versus the original system is that there is no 'difficulty' number selected for the attack roll. The parry result must beat the total of the attack result to be successful.

Master Strike:
When playing as above, there is no 'difficulty' to add to the damage die roll, so when you decide to make a Master Strike, you select a 'target' difficulty level but still use the attack roll total as the goal for the defender to parry.

For example, Kal Shadar has Master Strike/2 and a 7 ATT and selects 11 as the master strike's difficulty. He rolls 1 die and gets a 5 (needing a 4+ for the Master Strike to succeed [7 ATT + 4 = 11]). So his ATT total is 12. The defender would then roll defence dice to attempt to parry the strike, needing a 13 to successfully parry the master strike.

If the Master Strike is not parried, then Kal Shadar's master strike damage roll would be calculated as follows:
2D6 + STR (10) + Difficulty (11) + Master Strike level (2) - Target Resiliance.

An example of a combat with Kal Shadar against 3 Kelt Warriors and a Khor Warrior:
Kal Shadar wins initiative and was charged in the current round, the kelts all assign attack dice to use their War Fury Ability. The Khor Warrior also assign all dice to attack (relying on Hard-boiled to save him).
Kal Shadar assigns 2 attack dice and 3 defence dice.
Kal Shadar strikes the Khor Warrior using Master Strike and selects a difficulty of 11, rolling a 5, making his attack total 11 (-1 for being charged by the Kelts) and the master strike a success if not parried.
The Khor Warrior has no defence dice and so the Master Strike hits home.

Kal Shadar's Master Strike/2 damage roll is:
2D6 (4, 6) + STR (10) + Master Strike (2) + Master Strike Difficulty (11) - RES (10) = 23 on the 4 table = KILLED. (Hard boiled read 1 lone above = KILLED).
Master strike does its job (barely against a Hard-boiled fighter).

The Kelts reply:
Each kelt has 3 attack dice (War Fury) with a 2 ATT value:
Kelt 1 (Rolls: 4, 3, 2) [Attack Values: 6, 5, 4]
Kelt 2 (Rolls: 3, 3, 8 [6 rerolled with a 2 result]) [Attack Values: 5, 5, 10]
Kelt 3 (Rolls: 1, 2, 4) [Attack Values: Failure, 4, 6]

Kal Shadar has only three defence dice and rolls 3, 4 and 4 and a DEF value of 5 (with -1 for being charged); making his Defense Values: 7, 8 and 8. Three of the attacks are parried with 5 successful hits against him.

The kelts roll damage:
2D6 (3, 4) + STR (5) - RES (10) = STUNNED
2D6 (4, 5) + STR (5) - RES (10) = STUNNED
2D6 (5, 5) = Exceptional Wound (Critical)
2D6 (2, 3) + STR (5) - RES (10) = STUNNED
2D6 (3, 3) = Exceptional Wound (Serious which elevates the wound level by one to KILLED).
The Kelts eliminate a devistating character with Exceptional wounds.

Had the Kelts NOT KILLED Kal Shadar, he would have to remain in combat for another turn with a -1 to INI, ATT, AIM, DEF due to the STUNNED results, thus making him more suseptable to attack with a -1 DEF… If Kal Shadar was charged again in the next turn, he would then have an additional -1 to INI, ATT, AIM and DEF.

All other game mechanics and rules remain the same in terms of the Confrontation, Divination, Incantation, Incarnation rules.

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