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09:57, 19th March 2024 (GMT+0)

Combate por zona.

Posted by GMFor group 0
GM
GM, 66 posts
Thu 14 Jul 2011
at 01:30
  • msg #1

Combate por zona

Para superar o problema de fazer mapas para combate tático, temos utilizado um conceito de combate por zonas aqui no RPOL, copiando do que o Edu postou em outro jogo:

Combate sem mapa

A given scene is divided in abstract Zones. Each Zone represents an area roughly 5'' in diameter. Groups of characters in a Zone participating in a single melee build a Fight. Multiple Fights within a Zone are possible.

If you have multiple Zones and Fights in your scene or want to use minis you can simply lay out index or similar cards for every Zone or Fight in play and positon your minis accordingly.

Pace
A normal person (Pace 5 to 7 '') can move 1 zone. Quick beings (like horses or predators Pace 8'' and above) 2 zones. Slow beings (Pace 4 and under; like snakes and crocodiles) can't leave a zone without a Running action.

Running
Instead of rolling a Running die make a Vigor check. The character gets an additional Zone for a success and a Raise. Further Raises are lost. Failure means no gain, so the action would be wasted (much like a 1 on the running die).
Beings that have a running die greater than D6 get a +1 to the Vigor check for every die type above D6. So a being with D10 gets a +2.

Fleet Footed
Fleet Footed characters get an additional Zone for Pace like quick beings. Additionally they get a +2 to the Vigor check when Running for the D10 Running Die.

Ranges
Ranges are measured by one Zone per complete 5''.

So a Derringer Gun has ranges of 1/2/4 in Zones instead of 5/10/20 in inches.
A thrown axe has -/1/2 in Zones instead of 3/6/12 which means Short Range is the Zone the character is in. Medium Range would be an adjacent Zone.

Area Effect Attacks
Area Effect Attacks are linked to one zone. The maximum number of ennemies hitable by the attack are those in the targeted zone, and the allies that need to make the Agility roll are those in this zone as well.

Vehicles
Vehicle Movement again is measured by one Zone per complete 5'' of speed. The same for Acceleration. So a Dirt Bike would have 3/6 for Acceleration/Top Speed instead of 15/32.
Speed Penalties, Collision Damage, Range Increments all use numbers that are easily divided by 5 so it's a simple math.
Out of Control effects move the vehicle always by 1 Zone instead of D4 or D6''.

Melee
The bonus for Ganging Up is +1 per ally in the Fight.

Every melee rule that addresses adjacent squares addresses a Fight instead.
So leaving a Fight would generate the free Attack, even when not leaving the Zone, First Strike comes to bear when entering a Fight, likewise Sweep would address opponents in a Fight e.g.

Weapons with Reach negate a Gang Up bonus equal to their ratings.

Area Effect Attacks Without a Tactical Map

When an attack calls for a Template, the attacker rolls the appropriate dice on the table below to determine how many enemies he can affect.

Small Burst Template - 1d4
Medium Burst Template - 2d6
Large Burst Template - 3d8
Cone Template - 2d6*

Any allies the GM deems are adjacent to chosen affected enemies must make an Agility roll to avoid the effects of the attack. This roll is made at a +2 bonus if the attacker got a Raise.

*In the case of a Cone Template, the Agility roll is at +2, or +4 with a Raise on the attack roll.
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