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16:29, 16th April 2024 (GMT+0)

Combate por Zonas.

Posted by FimbulwinterFor group 0
Fimbulwinter
GM, 1853 posts
An endless winter
is coming!
Tue 28 Aug 2018
at 20:07
  • msg #1

Combate por Zonas

ZONES

Zones are distinct fighting areas which basically divides the battlefield in manageable
bits. A zone can contain any number of characters (which can be grouped in one or
more melees, see below). They tend to be distinct from each other and have specific
features, but can also be homogeneous: for instance a long corridor could be “3 zones
long“.



MELEES

Fighters within a zone are engaged in Melees. There can be multiple independent melees within a specific zone.
- Multiple characters within the same melee may lead to the usual gang-up bonuses when they
outnumber their enemies in the same melee.
- Getting in and out of a melee incurs the normal free attacks opportunities.

BASIC MOVEMENT

The basic Movement is 1, allowing a character to:
- Go from one zone to an adjacent zone.
- Get into a melee with a character in the same zone as he is.
- Get out of a melee, becoming “unengaged” in the same zone.



Blocking Movement: Get into melee to block movement, and use Grapple for added effect. Holding your action to interrupt his movement is a great way to prevent him from getting too far!
Push: A simple push is sufficient to remove a character from melee (or push him into one!).

RUNNING

Running is now a Trait roll using Athletics. A success on the “Running” roll gives you 1 additional Movement point to use this turn and a raise adds 2 Movement Points.

Example:
Joey decides to use his full turn to run as fast as possible. He rolls his Athletics and obtains a raises! With his free movement action of 1, that makes 3 movement points to use, meaning he can get 2 zones away and still engage the dreaded Jake in a melee (see previous illustration).

RANGES

Ranges are now calculated in Zones, starting with range 0 meaning the target must be within the same zone.
To convert the ranges of weapons for this system, use the following rules:
- Ranges below 12” are range 0.
- Then divide ranges by 12” to get the the actual zones.
- Ranges must always increase by at least 1 from one range increment to another.
For instance:
- A range 12/24/48 becomes 1/2/4 and 3/6/12 is 0/1/2
- A power’s “Smarts x2” range is 0 for Smarts d4, 1 for Smarts d6, 2 for Smarts d12.

TEMPLATES AND AREA OF EFFECT
(27/08/20 - atualizei para ficar conforme as regras de combate sem mapa do SWADE)

For Small, Medium and Large Burst Templates, use the following (foes must all be in the same zone / rolls are not explosive):
- Small Burst Template: 2 foes (same zone).
- Medium Burst Template: 3 foes (same zone).
- Large Burst Template: 4 foes (two adjacent zones).
- Flamethrower Template: 3 foes (two adjacent zones).
Allies adjacent or in combat with these foes suffer damage as well unless the attack hits with a raise.
OBS: The GM might increase/decrease the number of foes affected, based on the number of enemies in combat (ex. against a horde it might increase, against a couple of enemies it might decrease).

Grenades dispersion: Missing grenades deviate by 1 zone to an adjacent zone determined randomly. You still get the usual Agility roll to get out of the grenade’s area.

EDGES, HINDRANCES & POWERS

The following Edges, Hindrances and Powers are modified for this system:
- Fleet-Footed (Edge): +3 to running rolls.
- Command (Edge): Command Radius is 0, 1 with the Command Presence Edge.
- Obese (Hindrance): -1 to running rolls.
- Slow (Hindrance): -1 to running rolls. As a Major Hind, -2 to running.
- Speed (Power): Doubles basic movement to 2, and on a raise running becomes a free action.
This message was last edited by the GM at 12:49, Tue 30 Mar 2021.
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