Sunday, 23 January 2011

A Band of Joyous Heroes - Rules Preview 2

Last time I posted a rather long-winded bit that happened to include a combat example from the rules. Here I jump straight in with more parts of the combat system. It is based upon Two Hour Wargames free CR3-Swordplay rules, but I have tweaked it a bit.

I have added a number of "Combat Effects" - the Swordplay rules just have knocked down, but I found that overly simplified. I have added Headlong Attacks and Impaling Weapons; and the Combat Effects: Knock Down, Push Back, Maneuver, Fall Back, Disarm, Counterstrike and Break Weapon or Shield.

Headlong Attack

Certain creatures or individuals are prone to making headlong attacks heedless of possible injury to self. Such creatures gain bonus dice when they melee due to the ferocity of their attack. In addition, if they win the combat they receive a +1 result on the Melee Combat Results table.

Impaling Weapons

Some weapons are capable of impaling, causing severe wounds in the process, particularly when used against a foe making a Headlong Charge. Impaling weapons are indicated on the Weapons Table. If the impaling weapon wins the combat they receive a +1 result on the Melee Combat Results table.

Combat Effects:

Any time the wound level is reduced to Evenly Matched, either by an armor save or through Star Power, a Combat Effect is said to occur as well. A Combat Effect is an additional result such as a knock down, a disarm or push back. Some Combat Effects require a pre-requisite skill or weapon type.

Knock Down – Requires that the attacker have a two-handed weapon or be two Size categories larger than his foe. The foe who saved against the damage is knocked down instead by the force of the blow. It takes an activation to regain ones feet, with no attack that turn.

Push Back – The attacker may force his foe back up to 2”, immediately following up. If the foe cannot move backwards because of an obstacle then the attacker gains the equivalent of a Reach Advantage in the next turn. If the foe is backed into a hazard of some kind, such as the edge of a rooftop, an Agility Challenge must be taken to avoid the hazard (i.e. falling.)

Maneuver – The attacker may maneuver around the foe. The foe spins on the spot and continues to face the attacker.

Fall Back – The attacker may fall back up to 2” while fighting. The foe automatically follows up and remains in contact.

Disarm – If the attacker possesses the appropriate skill and weapon, he may attempt to disarm his foe. This is accomplished through a Challenge Test – but with only one attempt permitted (per attack.)

Counterstrike – The attacker with a buckler or dagger in his off hand, and possessing the skill, may attempt a counterstrike. Both combatants roll 2D6 each, counting successes as a normal attack, but only rolling once. If the attacker rolls more successes than his foe then apply that result – the normal armor save applies.

Break Shield or Weapon – An attacker with a weapon rated Impact 4 or higher, may attempt to shatter his opponent’s shield, or weapon, if the foe has no shield. Roll 1D6 and add the Impact value. If the result is “10” or higher, then the shield is splintered or the weapon broken. Steel weapons and shields need a total of “12” or more to break them; those that are magical cannot be harmed in this manner.

It should be noted that the BoJH Melee Results table differs from Swordplay as well:

Melee Combat Results Table

3+ Obviously Dead - NS
2 Obviously Dead
1 Out of the Fight
0 Evenly Matched

NS = No Armour Save possible.

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