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13:02, 20th April 2024 (GMT+0)

THE BATTLE ROUND.

Posted by OracleFor group 0
Oracle
GM, 42 posts
Random
Fate
Fri 23 Jul 2021
at 22:46
  • msg #1

THE BATTLE ROUND

The Round Sequence

Seizing the Initiative
After both sides have set up, and before the first round of the battle, the player may attempt to Seize the Initiative. If you’re successful, your crew caught the opposition flat-footed, and gets a chance to take up positions or fire before the first round begins.
Roll 2D6. Add the highest Savvy score of any crew member.
• Add +1 if you are outnumbered.
• When fighting opponents from the Hired Muscle encounter tables, modify by -1.

Many opponent types will add a bonus or penalty to the roll. If your crew includes any Feral, you may ignore any penalties the opponents would have imposed on you.
On a total of 10+, every character in your crew may either take a normal Move or may fire before the battle begins. Any shots taken only Hit on a natural 6.
Note that although your crew may Seize the Initiative momentarily, when the first round begins, you will still have to make a new Reaction Roll each and every round. You will not get a second opportunity to Seize the Initiative.

Reaction Roll
Roll number of D6 matching crew size.
Assign each die to a crew figure comparing the result to the figure’s Reactions score.
• If the result was equal to or below Reactions, the figure acts in the Quick Actions phase.
• Enemies then act in the Enemy Actions phase.
• If the result was over a crew figure’s Reactions, the figure acts in the Slow Actions phase.
Feral Impetuous Actions
If your crew has a Feral character, and you roll exactly a single 1 on your Initiative dice, it must be assigned to a Feral character.

Actions
A figure may Move, then make a Combat Action.
Stunned figures may Move OR make a Combat Action.
Remove one Stun marker after acting.

Some activities are Free Actions, such as using a consumable item. A character can perform one Free Action without inhibiting their other activities. Carrying out two Free Actions in the same round requires foregoing the Combat Action for that round.

Moving
Move up to Speed in inches, vertical or horizontal.
Difficult terrain cost +1” per 2” moved.
If entering contact, Brawl.
May move +2”, if not firing.

Snap Fire
Characters that are eligible to act in the Quick Actions phase may opt not to do so. This allows them to either fire when an enemy moves, or to delay until the Slow Actions phase. Firing during an enemy move prevents the firing character from moving this round.
If a moving enemy is Stunned as a result of snap fire, they lose the ability to fire this round.

Firing
Must fire at a target within 3", if any enemies are within 3".
To Hit, roll 1D6+Combat Skill:
• Open target within 6”          3+ base to Hit
• Open target within range     5+ base to Hit
• Covered target within range 6+ base to Hit

Brawling
Roll 1D6+Combat Skill and compare.      +2 Melee / +1 Pistol.
Loser takes a Hit. Both take a Hit on a draw.
Inflict additional Hit if rolling natural 6.
Suffer additional Hit if rolling natural 1.

Damage
1D6+Damage Rating of the weapon.
Target eliminated if die is a natural 6 or modified score equals or exceeds Toughness.
Survivor is pushed 1” back and Stunned.

Morale
At the end of each round, roll 1D6 per casualty this round.
Dice that are equal to or below Panic range cause 1 figure to Bail.

Fearless
Some enemies, including all Lieutenants, are Fearless. They will never Bail, regardless of circumstances.

Repeat

Ending the Battle
A battle ends in one of the following circumstances. It is important to establish whether you achieved your objective, and/or Held the Field, which is important for rewards and accomplishing some missions:
• All enemy figures have been slain or have Bailed. In this case, you are considered to have "Held the Field".
Consult the mission objective to determine if your battle objective can still be completed.

• If you have achieved the Win condition of your objective, your enemy may give up.
Rampaging or Beast opponents will fight until either side has completely left the table.
Roll at the end of the current and every subsequent round based on the main AI type present:
If either die is a natural 1, the enemy withdraws and the battle ends immediately, with you "Holding the Field".

• All player figures have become casualties or have left the battlefield.
You do not Hold the Field.

• All player figures left the battlefield, having achieved your objectives before exiting the battle, or the "It’s Time to Go" option from Stars of the Story may have been invoked.
You do not Hold the Field.
This message was last edited by the GM at 20:38, Sun 25 July 2021.
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